Netgate Discussion Forum
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Search
    • Register
    • Login

    latency of connection monitoring

    Scheduled Pinned Locked Moved General pfSense Questions
    25 Posts 4 Posters 3.2k Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • N
      Nthly
      last edited by

      no, i pinged google. I do not know the address of the server i play on, how can i find that out?

      1 Reply Last reply Reply Quote 0
      • johnpozJ
        johnpoz LAYER 8 Global Moderator
        last edited by

        look in the game.. What is the FQDN of it - how do you connect to it? Look in pfsense for the connection to the port you use int he state table, etc.

        An intelligent man is sometimes forced to be drunk to spend time with his fools
        If you get confused: Listen to the Music Play
        Please don't Chat/PM me for help, unless mod related
        SG-4860 24.11 | Lab VMs 2.7.2, 24.11

        1 Reply Last reply Reply Quote 0
        • N
          Nthly
          last edited by Nthly

          the xbox does not tell me where i am connected to unfortunately, i have to use PfSense for it, and i am not sure i know how....
          Everything in Xbox is handled behind the hood. I just launch the game and the multplayer part is activated by default. I select matchmaking and the box handles the deal... but i fear that at times i may be connected quite far away, and that impacts a bit how the game plays.

          1 Reply Last reply Reply Quote 0
          • johnpozJ
            johnpoz LAYER 8 Global Moderator
            last edited by

            So do you know what port(s) the game uses? Pretty sure you could look it up for firewall for the game... Then look in your state table for destination IPs going to those port(s)

            An intelligent man is sometimes forced to be drunk to spend time with his fools
            If you get confused: Listen to the Music Play
            Please don't Chat/PM me for help, unless mod related
            SG-4860 24.11 | Lab VMs 2.7.2, 24.11

            1 Reply Last reply Reply Quote 0
            • N
              Nthly
              last edited by

              Sure,
              TCP: 53, 80, 3074
              UDP: 53, 88, 500, 3074, 3075, 3544, 4500

              1 Reply Last reply Reply Quote 0
              • johnpozJ
                johnpoz LAYER 8 Global Moderator
                last edited by

                Yeah some of those are BS.. 53 and 88..

                But ok look for some sates in your state table for say 3074 while playing the game..

                An intelligent man is sometimes forced to be drunk to spend time with his fools
                If you get confused: Listen to the Music Play
                Please don't Chat/PM me for help, unless mod related
                SG-4860 24.11 | Lab VMs 2.7.2, 24.11

                1 Reply Last reply Reply Quote 0
                • N
                  Nthly
                  last edited by Nthly

                  Here are some,

                  185.34.107.128:3074 outgoing
                  184.155.109.165:3074 incoming
                  99.45.180.232:3074 incoming

                  Plus these
                  172.16.1.10:3074 -> 13.89.46.200:3544
                  13.89.46.201:3544 -> 172.16.1.10:3074

                  Quite a few states have around 10 packets or just over it. some states have kbps.

                  1 Reply Last reply Reply Quote 0
                  • johnpozJ
                    johnpoz LAYER 8 Global Moderator
                    last edited by

                    Great then ping those - what is the latency..

                    An intelligent man is sometimes forced to be drunk to spend time with his fools
                    If you get confused: Listen to the Music Play
                    Please don't Chat/PM me for help, unless mod related
                    SG-4860 24.11 | Lab VMs 2.7.2, 24.11

                    N 1 Reply Last reply Reply Quote 0
                    • GrimsonG
                      Grimson Banned
                      last edited by Grimson

                      Like most console games it's likely using p2p for multiplayer, which means one of the players is also the host. So latency will always vary, based on who is hosting the match and how their network holds up/is used. So if your connection is fine there is not much more you can do.

                      N 1 Reply Last reply Reply Quote 0
                      • johnpozJ
                        johnpoz LAYER 8 Global Moderator
                        last edited by

                        ^ exactly!

                        An intelligent man is sometimes forced to be drunk to spend time with his fools
                        If you get confused: Listen to the Music Play
                        Please don't Chat/PM me for help, unless mod related
                        SG-4860 24.11 | Lab VMs 2.7.2, 24.11

                        1 Reply Last reply Reply Quote 0
                        • H
                          Harvy66 @johnpoz
                          last edited by Harvy66

                          @johnpoz said in latency of connection monitoring:

                          .02 to .04 ms??

                          WTF dude are you running? Never seen even lan ping times that low..

                          0.00003 seconds... Come on...

                          Are you pinging the boxes own IP? That is not really a test of network latency..
                          That is pfsense pinging itself.. Sure ok if that was high then something major wrong.. But that doesn't tell you how long it takes to get from pfsense to where your going and back ;)

                          To PFSense

                          C:\Utilities\hrping>hrping -q -t -c 2 -s 0 192.168.1.1
                          This is hrPING v5.07.1148 by cFos Software GmbH -- http://www.cfos.de
                          
                          Source address is 192.168.1.2; using ICMP echo-request, ID=2c37
                          Pinging 192.168.1.1 [192.168.1.1]
                          with 32 bytes data (60 bytes IP):
                          
                          [Aborting...]
                          
                          Packets: sent=32251, rcvd=32251, error=0, lost=0 (0.0% loss) in 1.444008 sec
                          RTTs in ms: min/avg/max/dev: 0.001 / 0.072 / 1.346 / 0.015
                          Bandwidth in kbytes/sec: sent=1340.061, rcvd=1340.061
                          

                          Min of 0.001ms

                          To the first hop in my ISP

                          C:\Utilities\hrping>hrping -q -t -c 2 -s 0 x.x.x.x
                          This is hrPING v5.07.1148 by cFos Software GmbH -- http://www.cfos.de
                          
                          Source address is 192.168.1.2; using ICMP echo-request, ID=ac40
                          Pinging x.x.x.x [x.x.x.x]
                          with 32 bytes data (60 bytes IP):
                          
                          [Aborting...]
                          
                          Packets: sent=1181, rcvd=1179, error=0, lost=2 (0.1% loss) in 2.157322 sec
                          RTTs in ms: min/avg/max/dev: 0.156 / 0.256 / 1.425 / 0.144
                          Bandwidth in kbytes/sec: sent=32.846, rcvd=32.790
                          

                          min 0.156ms

                          I assume the actual latency is lower, but I see packetloss from the host CPU of the core router not able to keep up.

                          You have to do ping floods to get really low measured latency because of CPU context switching. If you send one packet and block waiting, the kernel switching back to the thread takes a really long time relative to 1gb frame switching latency.

                          Like this 154us standard ping

                          C:\Utilities\hrping>hrping 192.168.1.1
                          This is hrPING v5.07.1148 by cFos Software GmbH -- http://www.cfos.de
                          
                          Source address is 192.168.1.2; using ICMP echo-request, ID=202e
                          Pinging 192.168.1.1 [192.168.1.1]
                          with 32 bytes data (60 bytes IP):
                          
                          From 192.168.1.1: bytes=60 seq=0001 TTL=64 ID=4234 time=0.282ms
                          From 192.168.1.1: bytes=60 seq=0002 TTL=64 ID=4280 time=0.202ms
                          From 192.168.1.1: bytes=60 seq=0003 TTL=64 ID=8788 time=0.154ms
                          From 192.168.1.1: bytes=60 seq=0004 TTL=64 ID=bd93 time=0.167ms
                          
                          Packets: sent=4, rcvd=4, error=0, lost=0 (0.0% loss) in 1.501189 sec
                          RTTs in ms: min/avg/max/dev: 0.154 / 0.201 / 0.282 / 0.049
                          Bandwidth in kbytes/sec: sent=0.159, rcvd=0.159
                          

                          Just look at this ping to localhost. It's nearly the same as targeting my gateway

                          C:\Utilities\hrping>hrping -q -t -c 2 -s 0 localhost
                          This is hrPING v5.07.1148 by cFos Software GmbH -- http://www.cfos.de
                          
                          Source address is 127.0.0.1; using ICMP echo-request, ID=1c51
                          Pinging localhost [127.0.0.1]
                          with 32 bytes data (60 bytes IP):
                          
                          [Aborting...]
                          
                          Packets: sent=1591, rcvd=1589, error=0, lost=0 (0.0% loss) in 0.055184 sec
                          RTTs in ms: min/avg/max/dev: 0.001 / 0.030 / 0.468 / 0.018
                          Bandwidth in kbytes/sec: sent=1729.849, rcvd=1727.674
                          

                          PFSense: RTTs in ms: min/avg/max/dev: 0.001 / 0.072 / 1.346 / 0.015
                          Localhost: RTTs in ms: min/avg/max/dev: 0.001 / 0.030 / 0.468 / 0.018

                          From what I can google, a context switch on a modern CPU is about 5us. Then you mix in the CPU trying to sleep and all that fun, you're left reading 200us.

                          1 Reply Last reply Reply Quote 0
                          • N
                            Nthly @Grimson
                            last edited by Nthly

                            @grimson Definitely. I am convinced that any latency will be out of my hands for more than the simple reason that it is part of the internet and that depends on the game provider (netcode and latency compensation model), but also because i do not really have the know how for it.
                            All i wish to know is when i am affected by higher latency so that i would leave a "bad" lobby for, possibly, a better one.

                            1 Reply Last reply Reply Quote 0
                            • N
                              Nthly @johnpoz
                              last edited by Nthly

                              @johnpoz said in latency of connection monitoring:

                              Great then ping those - what is the latency..

                              sorry for the few hours hiatus. I did ping the above, however packets may be dropped as no ping back is received. I heard most game providers do that, probably to lessen the load on servers that i assume may be running at close to full capacity, and, in a conspiracy theory view.... to hide the fact that servers used may be in a different region or may not be as good as players expect them to be.. LOL.
                              The first reason much more likely.

                              On PC, the game seems to run better and faster, plus ping is readily available and can be added as an overlay on a corner of the screen, but this is a whole different world.

                              1 Reply Last reply Reply Quote 0
                              • First post
                                Last post
                              Copyright 2025 Rubicon Communications LLC (Netgate). All rights reserved.