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    latency of connection monitoring

    Scheduled Pinned Locked Moved General pfSense Questions
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    • 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.

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      • 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
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        • 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.

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          • 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.

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            • 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.

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