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Posted

Today I read an article of my interest, which made me think about the settings of my router, to find a solution and improve the quality of my connection;

I copy and paste the part of the article:

 

brought on the one hand to the lowering of prices on the other hand has led to disadvantages such as the lack of interest from Italian and foreign investors to innovate in the field of telecommunications. But if Italy is behind Europe, the latter is behind the Rest of the World. The US is the most investing in the band followed closely by emerging countries, such as China and India.
After this necessary premise let's analyze what are the factors that affect usability, for convenience we can talk about its own factors and generic factors.
The first you know them all are the download, upload, ping etc.

Which of these influence the connection most?
We can make a list.
The Packet Loss, or the lost packets. In short, any digital communication is nothing more than sending (and returning) information packets. Packet Loss indicates the loss of these packages, ie the failure to reach the destination, which is obvious that 0% is the optimal situation.
Ping, or latency. This is nothing more than the time measurement in milliseconds that employs one (or more packets) to reach the destination, the server, and go back. Ping to play online games more "demanding" (example Call of Duty) decently of around 45 ms, this to avoid the phenomenon of lag. Optimal pings below 25 milliseconds
The Jitter, or the stability of the line. This parameter takes into account the variation of the characteristics of a connection, that is its amplitude, phase, frequency, etc., and is influenced by the apparatus and the crowding. The optimal Jitter is 0. In fact, the connection of most users is around values like 6-8 (calculated on the ms variation of ping) but you can still play well. Above 25-30: the connection is not stable and good for playing.
Upload: uploading (uploading) is of vital importance to downloading (data download process). All downloads of broadband connections are sufficient nowadays to play online as long as the other parameters are optimal. The upload is still too low. Those who have a higher upload have an advantage because they are able to more efficiently conclude the sending of data to the server.

But can we do something to improve our performance?
In terms of configurations we can create a NAT, or using a network device, the gateway, which functions as a portal that faces on one side the internal network and the other on the web. Thanks to this device, every device connected to the network will be hidden under a single public IP address, that of the gateway, and not on many private IP addresses.

Or?

In other words, NAT represents the best predisposition with which your console can communicate with other devices connected to the Internet. The better your type of Network Addres Translation, the better the quality with which you can perform all those operations that rely on using a network connection.
There are three different types of NAT: open, moderate and restricted. The first allows you to play with all the other players, then to enter the sessions (rooms) of users who have moderate and restricted NAT. The moderate NAT allows to enter the sessions of the users with open and moderate NAT, finally, the restricted is the more limited that allows to enter the rooms of the players with open NAT.

But how is a moderate NAT achieved?
You can follow two roads, which vary depending on whether you want to reach your network remotely or not. The first, simplest and quickest, is to make a DMZ to the IP of the console, that is to set a static IP to the console and turn all the requests coming from the internet. The alternative is to open the specific ports that the console uses for its requests and vary from the type of console.

 

 

after reading, I came up with an idea, my Modem has an internal firewall against 3 levels of protection, maybe in the article I read this was intended as NAT levels, then I checked and
I attach the photo of the settings that I have modified

 

before it was set to the maximum

I've put it to a minimum now

 

 

 

335840285_routerfirewallsetting.jpg.19901cabb03dd2db092f561ba072f71e.jpg

 

 

after making this change, I went into the windows 10 firewall, and I created 2 rules at port 27960 UDP
inbound and outbound, and I have disabled authentication to deauthorize the connection process by specifying endpoint 1 (my gateway) and endpoint 2
  the computer I use to play ET, of the 4 I connected at home, and in the modem firewall setting I created a DMZ wasting the ip address of my LAN network card


I hope I have not done the wrong things, the only doubt I have is this
the UDP port that the client side uses is 27960, if I enter a server example jay3 or jay1? or et la to client has a different port?

and all I've done is stupid or correct?

Posted

It´s common to put a URL to the article one references in the post;)

 

If you have problems in ET, let´s start with this:

 

If you can´t connect to more modern games where you don´t have dedicated servers and you have p2p matches and you can´t connect to them, then you´d want to start fiddling with your NAT.

 

I´m no expert but the NAT is there for the reason. With todays botfarms crackers have tremendous "calculation" power in their hands to probe every modem out there for easy weaknesses, which it seems to me you are creating out there.

Some1 with more knowledge in that matter can share more light on this subject.

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Posted

Never expose ports and such if not required. It's security risk. Router opens the port on demand. Do you have issue connecting to server? No then you don't need port forwarding. 

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Posted

Optimal ping below 25ms... no disrespect, but I have to laugh. Unless you're practically sitting atop the data center, at a LAN party, or there's nothing but pure fiber from you to the DC with some copper in the routing, nobody's going to have true 25ms latency to a server outside of their ISP or a routing node.

Jitter can't be helped. Every device has jitter, from your NIC, to your ISP's servers, routing servers, down to the data center itself. 0ms jitter is impossible

Upload has nothing to do with download. C'mon now...
And download hardly has anything to do with playing online games. In modern connections, upload is key. Unless someone is playing on Dialup, their download is sufficient. And nowhere do I see bandwidth mentioned. (Bandwidth does not equal speed)

NAT or Network Address Translation is not "created". It's a protocol based on your firewall on whether traffic is passed through 100% (trusted), filtered (untrusted), or blocked entirely (distrusted). This allows internal IP addresses and VLANS to be "re-addressed" for public use while remaining private.


Honestly, I can't tell whether this is supposed to be an informative topic, or you're asking questions. But based on you asking "can anyone explain what I should put here", I can only assume the latter.
Wherever you're getting this info... stop reading it. Please. It's just plain asinine.
Please, stop the stupid ping war you're going after (trying to achieve the lowest latency of all), and just enjoy the game. We have antilag. Your game does not suffer from someone else's higher ping.

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Posted

Intel Puma 6 chipset is famous for latency issues. Google it and you will get tons of resulting including lawsuit against Intel. Ton's of people are not tech savvy and when they lag it's just server for them. Something has to be blamed for lag and server host or server issue is the first victim.. 

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Posted (edited)

Now OP don´t be thrown off, keep digging and you might learn something. Just be warned not to make reckless modifications and ask here for more infos and dig up some more.

 

If you are interested how firewalls etc work, keep going.

If you are interested in if you have lag, better make another topic and let´s analyse it step-by-step:

Lagometer SS

Ping trace\MTR results

PC specs and not WIFI or LAN cable.

Latency monitor: http://www.resplendence.com/latencymon_idlt

EDIT: Forgot that some antivirus can be a pain...

 

It could be bogus, but giving that nowadays sound cards on expensive motherboards are shielded, it might be that sounds\music can cause interrupts. I´ve not only once noticed it but I´ve just run around in ET and looked at lagometer  and every time bass drops in DnB song, my lagometer goes crazy. Way to test it out would be to get separate sound card but ...

 

Edited by Vanaraud
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  • Love 1
Posted (edited)
7 ore fa, Vanaraud disse:

Potrebbe essere fasullo, ma dato che le schede audio su costose schede madri sono schermate, potrebbe essere che suoni \ musica può causare interruzioni. Il mio lagometer diventa pazzo. Il modo per provarlo sarebbe una scheda audio separata ma ...

 

finalmente ho capito il problema riscontrato in questi 3 giorni, è uscito l'aggiornamento di Windows 10 alla versione 1803 Buil SO 17143.1, l'ho installato
e ultimamente sto con una scheda video
del gigabyte "GEFORCE GTX 460 "con una mini HDMI ho collegato l'HD TV e sto usando l'audio digitale, e ho cambiato le impostazioni

seta s_khz "22" e l'ho cambiato in seta s_khz "44"

occasionalmente il suono produce strani rumori e ritardi mentre scatto

Edited by JirenTV

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