Jump to content
RealModScene

StaticPulse

Members
  • Content Count

    536
  • Joined

  • Last visited

  • Days Won

    22

Everything posted by StaticPulse

  1. When all else fails do it yourself I guess... Your suggestion won't solve the problem but it does bring up the possibility of problems in the future if we ever get that many people connecting at the same time.
  2. I did tell you twice earlier to check your port forwarding configuration..... At the least you learned something valuable about the equipment that you use and should you decide to explorer networking at least you have a crash course on MPLS traffic routing and a basic understanding about how routing protocols select a route to send data packets to.
  3. Honestly, it's most likely your port forwarding config that is lagging you. I don't have that issue connecting to CoD BO2 but whatever. As I said earlier, System LiNK was not made to serve that many users at a given time and what you want would most likely require the framework to be re-written. I'm not a coder and if I was I'd most likely give you an answer that you don't want to hear anyways. That being said, Check your port forwarding config http://www.realmodscene.com/index.php?/topic/3848-tuthow-to-setup-aurora-with-system-link/ On that note I'm off to make me a pot of coffee as its going to be a long day.
  4. This is why the forum has game matching threads. maybe make regional private rooms as a temporary fix.
  5. This cannot be fixed with System LiNK, a centralized server would be needed for high traffic games. Which would bring up the age old request of creating a private server for XBL games which will never happen as it is not condoned. System Link was not created to host large LAN parties as that is what System Link is for: Small 2-30 player LAN parties. LOCAL play. The plugins allows for WAN connections hence the latency.
  6. Not only do they throttle, but if you're on a line like cable, You're sharing one node with multiple subscribers, and their traffic effects your connection speed as well.
  7. Whats more so, when you connect to a different part of the world you re-encapsulate your data so that its compatible with the routing protocol being used. And Dragon, your buddy on Fiber Optic gets awesome speed, his connection is slow because your connection is slow. Back to my first point. In a Peer-To-Peer game, the fastest connection is the slowest link.... Otherwise everyone would fall out of synch with eachother and then the game would have lag hopping and the such which does occur at times regardless. KILL IT WITH FIRE!!!!! And your lobby connect speed isn't the 800 people on System LiNK either, its the amount of people simultaneously connecting to the specific game at the time you are. Just because CoD Black Ops 2 connects slowly doesn't mean my connect to Diablo 3 is just as slow.
  8. I swear to god, read the friggin TuT on MPLS... Not you Felida, you know what I'm talking about. Dragon, there are even pictures that illustrate what I'm talking about with path selection that occurs on MPLS and OSPF networks. BGP also if you live in Australia/Asia Here Dragon READ https://www.nanog.org/meetings/nanog49/presentations/Sunday/mpls-nanog49.pdf AND I QUOTE: "How Does MPLS Traffic Engineering Work? Using RSVP-TE to reserve bandwidth across the network. Remember, an LSP is a “tunnel†between two points in the network. Under RSVP, each LSP has a bandwidth value associated with it. Using constrained routing, RSVP-TE looks for the shortest path with enough available bandwidth to carry a particular LSP. If bandwidth is available, the LSP is signaled across a set of links. The LSP bandwidth is removed from the “available bandwidth poolâ€. Future LSPs may be denied if there is insufficient bandwidth. They’ll ideally be routed via some other path, even if the latency is higher. Existing LSPs may be “preempted†for new higher priority LSPs. You can create higher and lower priority LSPs, and map certain customers or certain traffic onto each one. This isn’t traditional QoS, no packets are being dropped when bandwidthisn’t available, you’re simply giving certain traffic access to shorter paths"
  9. No, there's a login server, and a lobby server most likely more than one. Logging in should be the only place you would get lag if 800 people connected simultaneously. All other lag will occur only in the game lobby (If looking for a room), the game room (if looking for a game), or the people in the game itself while they are playing the game.
  10. If 800 people connect not much will happen at all as the games are hosted from the 30 people playing that specific game at that specific time. Now to connect to the lobby which would host the rooms which host the players, this might cause initial connection lag; however, that wouldn't effect the in-game bandwidth itself. That MPLS tutorial link I just gave you explains a lot at least how the connection made in-game is done over the ISP network. It will always try to forward the packets through the shortest distance path, but sometimes going the long way around is more efficient depending on how many people are sending data. Again, this has nothing to do with your console, your router, or System LiNK. Point being, Even if everything was done as good as it could be done, you will still get lag regardless of the server.
  11. Yes, but this has nothing to do with the players as it has everything to do with the path to forward data packets from your ISP to theirs. This link will give you a better idea on what I'm talking about https://www.nanog.org/meetings/nanog49/presentations/Sunday/mpls-nanog49.pdf
  12. I can see that issue with the LiNK plugin as unless the devs have the source code used from the stock networking framework and just straight out modify that instead of piggybacking a plugin on top of it then you will always have latency like this. Nothing anyone here can really do about that. unless maybe a plugin that will allow you to aggregate the 100mbit and the wireless NIC as one connection to the router were made. You're still only going to be able to go as fast as your router and ISP will allow though.
  13. How do you know the connection is clear? Did you run a trace route on your buddies IP address and do a hop count check?
  14. Yes but consider this, hardline XB is 100mbit local connect, the bottle neck is your router because your XB will only go as fast as your ISP connection will allow regardless if you are using 100mbit or 1000mbit (Not sure if XB has gigabit ethernet or not) Wireless is even slower as the fastest is wireless AC and that is 1gbit to 500mbit depending on how many other wireless devices in your home are connected. Same principle as connection speeds in the peer to peer game itself, but in this case you're competing with the devices on your own local area network. I say check your port forwarding config, dedicate 100mbit to your XB from your router and use a hardline. This will at least remove one of your three bottlenecks.
  15. I think the only way to improve the connection might be.... Multiple tunneling from the Unity server? I don't know the framework used for System LiNK so this is just an educated guess. The hop count would still be the same but the packets would at least be better encapsulated. You would have to have a dedicated static route to do this though.
  16. Let me give you a lesson on bandwidth. Quick and simple really.... Your fastest connection speed will always be the slowest client on a peer to peer based game. In other words, that cheap ass who only subscribes to 5mbit ADSL is the one to bitch at for your game lag, that or that one guy from some foreign country who lives 4000 miles away who decided to play a game with you because of the hopcount from your router to his and everyone else who is in the game INCLUDING the MPLS route that your ISP uses to connect to other ISP's in order to forward the packets that make it possible to play a game with someone over the internet. If System LiNK relied on a centralized server (Like Xbox Live) then you would need something called an router with link aggregation and a few commercial lines to make it doable. In other words, take the advice just given to you, create a private room with people who live closer and have a decent internet connection to you to lower your ping rate.... If you have loading lag for link you might want to check the port forwarding config on your router and possibly enable QoS (Quality of Service) on your router if it has this feature to dedicate x amount of Local network bandwidth to your console. Using a hardline over wireless can help also depending on the distance between your console and your router and how many walls are in the way and whether or not they are just drywall/sheetrock or lathe and plaster meshed with chicken wire.
  17. I use it from time to time when I need to work on the aurora working directory. that is until recently when I put a second copy of aurora unconfigured for just that task. Honestly I don't really see a use for FSD anymore and I thank Swizzy for telling me to use it back when I made my very first post here. It works really well, and unconfigured its extremly light. I probably didnt see the sarcasm because I havent slept in around 26 hours. Matter of fact I need to hit the rack now that I got my business taken care of today. Dude I scored like 5 phats (4 of them work) and a ton of parted controllers, a guitar hero guitar, and a small hard drive for only 80 bucks!
  18. I dont mind doing it manually, just saying that it'd be a nice convenience to have for people who don't like to select all the files on a DVD volume before doing a file copy.
  19. That'd be a nice feature to have instead of doing it manually.
  20. http://wccftech.com/weird-xbox-hardware-problem-console-leaking-sticky-liquid/ http://forums.xbox.com/themes/groups/generic/forums/thread.aspx?ForumID=4269&ForumThreadID=1654442&GroupKeys=xbox_forums/xbox_support/xbox_one_support/ http://www.spawnfirst.com/news/rumor-xbox-one-leaking-liquid-two-issues-reported/ Been waiting on more reports on this to see how serious it is.
  21. Grats, I've been wary on them since I read an article about rupturing capacitors geysering electrolyte through the top vent.
  22. Plus the fats aren't limited to usb 1.0 for the hard drive interface..
  23. This one is a SCPH-75001 It's going to be a real challenge. I've already seen the install guide on it. Of course I won't attempt it until I know for a fact that this console works normally first.
  24. Thats what I'll be installing into it. ModBo 4.0 The challenge looks really fun I gotta get it running first though. THe PSU arrvived today and it reads no power so I'm going to run a trace on it to see where the power fails.
  25. I've got three XB classic's that I still need to do a teardown on, clean them up and hopefully get them going. FatXplorer has proven itself to be an invaluable program, I remember before doing that I was using GODspeed and Horizon. Now its just FatXplorer and Filezilla. I'm about to mod a ps2 Slim in a few days, kinda feel like hoarding a vintage collection of modded systems.
×
×
  • Create New...