> secondo voi quale potrebbe essere il problema?
> Connessione: Tim
Dopo il bullismo di rito contro TIM puoi provare con strumenti come https://www.solarwinds.com/free-tools/traceroute-ng che controllano costantemente la connessione per provare a capire cosa c'è che non va.
Edit: Lo strumento che stavo cercando fin dall'inizio ma che ovviamente ho trovato solo dopo aver inviato il commento è https://sourceforge.net/projects/winmtr/
Heya, sounds pretty frustrating. The easiest way to identify where the issue lies is to run a WinMTR trace for 500 cycles to your instance IP while you are in the game and experiencing issues. This will show lag/packetloss across each individual hop to the server and let you see where the problem occurs. You're more than welcome to paste your WinMTR results into pastebin and link to it if you'd like help decoding it. If the problem doesn't show up in MTR, then you can move on to eliminating other potential sources.
WinMTR Link
Your instance IP can be pulled from your client.txt after you have logged in.
If the VPN "fixes" the packet loss it's 99% a problem of your ISP, Nvidia cant do much unfortunately.
The cause might be the route your ISP uses to get to GFN servers: an overloaded appliance or the peering/transit link to the destination can cause packet loss very easily.
VPN uses a different route and doesnt pass thru the same congestion, hence no packet loss.
Another possible explanation is that EU West is overcrowded and behind the scenes you are actually connected to another server location (EU Central 2 for example), even if with 20ms of latency is very unlikely. Start a game, press CTRL+ALT+F6 and take alook at the first line in upper right corner to see the actual server.
A test you could do is use a software like WinMTR (checks both latency and pkt loss on each hop) pointing to EU West server:
eu-west.cloudmatchbeta.nvidiagrid.net
Do the test twice, once with VPN turned on and the other without (let it go for at least 5 mins each time).
Compare the results and keep an eye on the "Loss %" column, it will tell you where the packets are getting lost.
Dont worry if after 5-10 hops you get a 100% loss, it's completely normal
As u/redditcruzer said, try the browser (Chrome/Edge) or, in case you're already using it, switch to the Xbox app in Windows 10.
If you're on wi-fi make sure is 5ghz but to be on the safe side use ethernet, at least for testing.
GFN is still better even in my case, it's mostly a matter of distance/capacity of the datacenters... or your ISP 😁 In a case like this speed tests doesnt matter!
If you want to go a bit deeper you need to use Wireshark, follow the guide until you reach the capture traffic section.
Start a game and you should see a huge stream of UDP packets appear, coming and going to the same IP, copy it and do both an ip lookup, to get an idea of how far is the DC you are connected to, and a MTR, to see all the hops you are traversing and if a certain node is the culprit.
Ignore all the 100% loss nodes, nothing to worry about, if you see a huge bump in latency in the first few hops is probably a matter of your ISP, if it's later on is distance (even fiber optics can't do much over thousands of miles!), if its at the end... is Microsoft 😁
You can do the same test while playing GFN too, to see if the distance is similar and the hops you traverse
We're going to need a *lot* more info here. As /u/Protektor35 says, it's pretty hard for a random server program (even a very poorly configured one which we are not) to take down your *Internet* connection.
You're on Windows so my ability to help specifically is very limited, but:
Hope this helps.
100% this, hubs are not really used these days and if they were they would be 10/100mb devices. They haven’t really been in use or made for 10-15 years at this point.
Hubs can cause slowness due to collisions but it would only affect things on the hub, not the switch. This sounds like something else is going on.
Recommend doing an MTR (https://sourceforge.net/projects/winmtr/) from a problem computer to whatever server does your user logins. This should show any layer 3 hops and associated packetloss/latency.
Check the network cable between the PC and router
Check the network card's drivers, did a Windows update replace the driver?
Check for packet loss, although you have said there was no issue on another device on the wifi... if the other 2 attempts fail. ( https://sourceforge.net/projects/winmtr/ - Use this set to your local twitch ingest)
What's your networking setup look like?
Do you run any torrents while you play?
What region are you playing from?
Have you tried running traceroute/winmtr to the game servers? https://sourceforge.net/projects/winmtr/
Try using this. Enter 151.80.46.172 (ACRL server IP) as the host name. Let it run for 15 minutes to see if you start to drop packets
Use a tool like <code>mtr</code> (or WinMTR) to identify where the issue is. Maybe one of your devices is to blame. Otherwise, if all your devices are solid (no or very few dropped packets) but you see high packet loss from an external (Cox) IP then you have data you can share with Cox and hopefully convince them there is an issue they are responsible for.
Try using winMTR to test. This will show you exactly where the packet loss is happening
https://sourceforge.net/projects/winmtr/files/WinMTR-v092.zip/download
Run a test to some common internet site like 8.8.8.8 or if you know an IP for your game even better.
As u/BurnItFromOrbit said, bandwidth has very little to do with a real time service like xCloud, latency is a lot more important. For example, I just upgraded from a 100mbps connection (over FTTC) to a 1gbit FTTH, had to change provider to do that and... now my latency is worse 😅
I'm not saying MS isn't to blame at all but most of the time the culprit is your ISP or the physical distance between you and the servers.
If you want to go a bit deeper you need to use Wireshark, follow this guide until you reach the capture traffic section.
Start a game and you should see a huge stream of UDP packets appear, coming and going to the same IP, copy it and do both an ip lookup, to get an idea of how far is the DC you are connected to, and a MTR, to see all the hops you are traversing and if a certain node is the culprit.
Ignore all the 100% loss nodes, nothing to worry about, if you see a huge bump in latency in the first few hops is probably a matter of your ISP, if it's later on is distance (even fiber optics can't do much over thousands of miles!), if its at the end... is Microsoft 😁
Copy pasta:
You can look up the server IP address in the game log and use that to run a traceroute with PingPlotter or WinMTR. It will show where the ping jump happens, or packet loss if you're having problems with that.
The game log is located in Documents\My Games\Rocket League\TAGame\Logs. Launch.log is the latest. Earlier ones are renamed with a timestamp. When you run into a problematic server, immediately exit after finishing the game; this is to make sure the last server entry in the log is the one you want. Search for "GameURL" backwards from the end of the log. You'll see something like this:
BeaconURL="35.214.218.89:8175",PingURL="35.214.218.89:8175",GameURL="35.214.218.89:8174"
In this case the IP address is 35.214.218.89. The other number behind the colon is the port number; we don't need that (or the colon).
Take the IP address and input it in PingPlotter or WinMTR. Let it run for at least 15 minutes (900 packets sent) so you get a nice sample. You'll see a list of nodes with associated latency (ping) and packet loss. If the problem starts near the end of the list, DM the result to one of Psyonix' representatives here or contact their tech support. If near the beginning, contact your ISP. If it's somewhere in between, cross your fingers, pray, sacrifice a goat and wait.
Guys let's make sure the internet is actually dropping first
Open a command prompt on your computer run the following command
ping -t 8.8.8.8
Leave that command running, minimize the command prompt do not close it.
Next time your internet "goes out" bring up the command prompt and see if it is still getting a response from 8.8.8.8. that is Google's public facing free DNS server IP address it should always always, always, respond unless there is some sort of network mangle between you and it.
Test it first when you have normal internet, to make sure you are getting a response from that IP, and if so use that as your marker to start with
Is the internet goes out but you still see good response from that IP address, then the issue you're having is dns-related.
Next, look for a program called WinMTR.
Should be available here: https://sourceforge.net/projects/winmtr/
The program runs a continuous Trace from your location to the destination IP or hostname.
Use it with 8.8.8.8 IP address, and you can see if your network is dropping at your house outside your house or further up the lane.
Those two should be starting point let us know how it goes.
I would highly recommend you download this program and run a test to the top 3 servers from the above link for roughly 15 minutes a piece. This will show you what route your provider (spectrum in this case) takes to hit the twitch servers. Will also tell you if one of these hops is dropping packets.
https://sourceforge.net/projects/winmtr/files/WinMTR-v092.zip/download
What you should do is try WinMTR on both a Wired and Wireless connection.
https://sourceforge.net/projects/winmtr/
Run it and just leave it there and see if you got packet loss/high ping. Best to try both Wired and Wireless this way you know if it's within the home or outside the home.
Personally I always consider it the users responsibility within the home, but then again I use my own hardware, etc.
Instead of pinging, run an MTR using a tool like WinMTR. https://sourceforge.net/projects/winmtr/
Do this during a good time and a bad time, and then there will be some information to compare.
Packet loss can start anywhere, so WinMTR will help to decide how close to your house the issue is starting. (i.e., are you dropping to hop 1, does it start at the 5th hop away, etc)
If you're able to collect some MTR data and post here, the community can help diagnose further where the issue is originating. If it's originating close to your end, then I'd check things like modem signal levels.
Riot Tech Support got back to me with an IP to use. Kind of impressive they took under 24 hours to reply.
4) I want you to run a WinMTR test, this can give me more information as to where exactly this issue could be stemming from.
Be sure to do this while the connection issue is happening, otherwise we might not get too good of information.
Download for WinMTR https://sourceforge.net/projects/winmtr/files/Latest/WinMTR-v092.zip/download
Run WinMTR after it's downloaded. In the Host field, enter in one of the addresses for your region for each test. You can disregard the region that you're not playing on.
North American players run these addresses: 192.64.170.252 and 104.160.131.1 and Google.com
Oceania players run these addresses: 103.240.227.5 and 103.240.227.25 and Google.com
For each test, run it for 5 minutes, press the STOP button, export to text, and attach the text file to your next response.
WinMTR is a really good tool for tracing loss and end to end connectivity in general, not sure if has been suggested but has come in handy a lot. https://sourceforge.net/projects/winmtr/
That could be, my bad if I was unclear in my post. I'll admit, I'm not that well informed with networking things.
A support representative from Riot Games had me use the program WinMTR to check three different IP addresses & websites, to diagnose connection issues that may be occuring.
Running WinMTR indicated that there was a "hop" between my home and all three websites which had frequent fluctations up to ~240ms.
This was also the only "node" or "hop" to have any fluctations in latency above 50ms for any of the websites I've tried in WinMTR.
ae63.blvroh0402h.midwest.rr.com (24.164.116.69) is also one of the few "hops" that shows up in WinMTR, regardless of which website I put in.
No matter what website I visit, our connection always goes through that address as the 3rd in the list on WinMTR, and it consistently shows high latency spikes above 200ms.
Try running winmtr.exe on a workstation. It does continual traceroutes listing hops, packet loss, min, max, average on all hops between source and destination. Download Winmtr
WinMTR: https://sourceforge.net/projects/winmtr/
It's a software that will try to test all the nodes in the network between your computer and a destination (eg, game server) and try to figure out which step is adding how much latency.
Pingplotter is similar. Nicer but some features only available in paid version.
Run it targetting your game server and show the results here and people might help interpret them. Please redact your IP from the results.
Sounds like there is a routing issue. Maybe people in your area have a cut fiber line on the shortest path to the server anywhere in-between. Or maybe your ISP is doing poor routing and would require discussing.
I recommend downloading wireshark and pulling the IP address of servers you connect to. You can even find them by jumping from private match to private match. Then use a program like WinMTR and ping the offending IP addresses. Find where in the route it jumps to a really high ping and look up the location of that IP.
I recommend letting WinMTR run for about 5-10 minutes. If there is no major location jump, contact dirkened or Psyonix_Devin here on the subreddit with this info and they may be able to help out.
It could also do some good to grab a couple of IPs from servers you don't have the issue on and run a test and see the difference in end-route destination.
What could also help is if you know other Eastern Candians who have this issue, have them do the same. If they don't wanna, at least get their ISP. It could simply be an issue of ISP and not the result of a fiber cut or anything.
Tagging /u/tazzico so they can see.
This is true, it is entirely possible for your router to be dropping ping packets if they arrive with a TTL of 0, without any indication of any problems with your internet service.
For a more detailed look, you would want to use MTR, which does not come with Windows or Linux. It will combine a ping and a traceroute and show you the % packet loss at each hop, and you'll be looking for packet loss after the trace has left your home network:
https://sourceforge.net/projects/winmtr/
/u/WishboneRulz
scroll down to MTR for a guide on how to read its results, it's for Linux but similar.
https://sourceforge.net/projects/winmtr/
Get that. Run it for a while (like 1k+ packets) to Discord's IP, or just some random IP outside your network - e.g. 1.1.1.1
discord.com. 220 IN A 162.159.136.232
discord.com. 220 IN A 162.159.128.233
discord.com. 220 IN A 162.159.135.232
discord.com. 220 IN A 162.159.138.232
discord.com. 220 IN A 162.159.137.232
Is the packet loss occurring within your ISP's network? Within yours? Outside of your ISP's network?
Granted, ICMP tests are the best when trying to figure out packet loss - enterprise-grade routers don't prioritize ICMP responses. They have more important things to do like actually routing packets - but it's something.
Yeah PL is brutally infuriating. Relatively small issue fora game to not be working correctly but I know it still sucks so here’s a heart <3
Last tip that may help (if you haven’t tried it yet). The MTR tool (https://sourceforge.net/projects/winmtr/) helped me track down which nodes were actually dropping the packets (and confirm that it was my ISP), as well as a quick way to check if I was going to experience PL if I played then. Obviously can change during a match, but helped me avoid sitting down and immediately being pissed.
Instead of just using ping, try using a tool like "Matt's Traceroute" (MTR). It performs a ping to each hop in a traceroute, and reports packet loss at each hop.
​
https://sourceforge.net/projects/winmtr/
​
This gives an indication of 'where' the packet loss is happening. If it's on the first hop outside your network (after your router) your ISP can then investigate your last mile connection, and any backhaul they have between you and the first layer 3 device in their network. If it's happening deeper within their network it gives an indication of where (between which 2 layer 3 devices).
​
What technology is your connection? HFC? Packet loss is common where there's corrosion of joints and F connectors 'out in the street'. Are your neighbours seeing issues as well? It might just be your drop... or even the coax between your modem and the wall (you have removed, cleaned and retightened all the connectors??)
Get the IP address of Rocket League servers. If you don't know how, look up how to use Wireshark and join private matches/online games until you find one where you are spiking in. Get the IP address from Wireshark and save it.
Next, download WinMTR and put the IP address in. Run a test to that IP address for around 10 or so minutes. Then come back and post it here.
I also recommend going on your second account and playing more games to see if you can find a server you have latency variation on. A singular casual match doesn't tell much. Also make sure that you have set the same server regions on both accounts.
I'm positive that your issue may be escalated to the engineering team so they can do proper troubleshooting with you.
In the meantine gather a list of the follow info to send them:
- Computer specs
- Internet speed using speedtest
- Browser you're using and version (test alternatives - they'll ask for it)
- OBS settings
- A traceroute using WinMTR (they'll give you the host to use in the program)
These are some basic things the Support team will ask you to get. So giving them all this in advance you'll save some time.
Keep us posted!
For TOS memory is allocated at the log-in screen. There's a gear in the lower left corner you click to get to that. I used to run several different speed test apps, but now I use only the one from speedtest.net. I don't know which is the best, I'm interested in consistency to find day to day differences. Using several different apps doesn't tell me that. You can get it here: https://www.speedtest.net/apps/desktop. PIA sent me the following response (in part) while working through the issue: To get an accurate picture of where the latency issues are, we would need to see: - Sometimes speed issues can be caused by a bad hop on the route to the server you are connecting to, or the site you are trying to visit. The best way to determine this is with an MTR test. An MTR test is a broad-spectrum diagnostic that can identify where connections are failing and may identify what's causing your connection to fail. Please be aware that MTR tests can only be run on Windows, MacOS, or Linux. However, as the test is being done to assess your network, not specific devices, the device used to run the test is not relevant to the result. Also, please ensure you run the test while using the specific ISP network that is at issue.
You can download the MTR software from this site here: https://sourceforge.net/projects/winmtr/
I ran 4 cases: With and without VPN connected to google.com then with and without the VPN connected to the VPN server I was connecting to.
You had to be special, right? haha
Considering I've been doing troubleshooting way too many times since 2015, here are the steps you can take in order to save some time submitting a ticket.
Send them a ticket with the following information:
They will also ask you to run a traceroute (WinMTR) however, I do not know which host you have to use for the effect needed.
Keep me posted Mister!
Run something like Pingplotter or WinMTR to get some statistics of where the packet loss comes from. Use something like Googles DNS server (8.8.8.8 or 8.8.4.4) as the server to ping to, or if you know the games server IP, use that.
It should be easy to see if the packet loss comes from the ISP or from somewhere else. Do you and your friends live close by? It might be just a local ISP device problem.
Or a path issue. Sometimes an ISP can peer with another carrier like Cogent and the issue can be between your ISP and one of their peers. It's also possible that you have a localized issue such as interference on a WiFi channel causing local wireless issues. It's possible to prove where the issue is at and doing so is helpful. Good luck in your adventures! Another tool that can be very helpful is called MTR which is a traceroute that gives up to date pings on each hop continually. https://sourceforge.net/projects/winmtr/
Cuantas personas estan conectadas al wifi? descarga https://sourceforge.net/projects/winmtr/, cuando tengas problemas de ping alto lo dejas un rato escaneando la direccion ip 1.1.1.1, me puedes pasar el resultado por aqui o por privado.
El problema esta presente las 24 horas del dia? no sera que caes en el 11-11?, son las horas que cantv limita el ancho de banda.
Could be your ISP?
Try to close all network applications (Web browser, discord..etc) and only have the game open.
Open Windows Resource Monitor, go to Network Tab and look in the Network Activity and TCP Connections and try to identify the server which you are connecting to play (usually it is something like: ec2-54-227-152-141.compute-1.amazonaws.com or something similar)
Try a sustained ping on that: Open command prompt and run "ping <address from above> -t" and see if the ping remains stable.
Download a free route tracing tool: WinMTR https://sourceforge.net/projects/winmtr/ No need to install, it is an executable, plug in the game server and see where the packet loss is taking place. You can identify if it is your ISP or something else.
​
Hope that helps.
It basically say nothing useful, too small sample size.
Run a longer trace with winMTR https://sourceforge.net/projects/winmtr/ and post results.
Min 10 minutes while network isn't under load. Meaning, not even basic browsing or similar to avoid incorrect results.
You can start by getting a Rocket League server IP via the Launch.log file on your PC. If you play on console, you'll have to use a program like Wireshark with a PC on your LAN to find the server IP.
Once the IP is acquired, you will use a program like WinMTR and input the IP to run a 10 minute test on WiFi. Then, after the test is complete screenshot the results. Then, you will connect an ethernet cable and run the same test and also screenshot the results.
I'd say both of you should run a speed test to try and see if it's just one side or if both locations experience the same issue.
Next run an MTR https://sourceforge.net/projects/winmtr/ both ways and post or pm the results.
Where are you experiencing the packet loss? Computer to Router, Router to Modem, Modem to CMTS, CMTS to Cable Co WAN to upstream providers your Cable co uses?
Router to modem/CMTS is some what expected, if you are saturating your upstream, but from the sounds of it, that would take some work.
Another cause of latency/loss between your modem and CMTS is over subscription of your node (ie neighborhood area) which is normal for cable providers. It is also normal for them to over subscribe their uplinks to Tier2 and Tier 1 providers. You may also regularly see some loss at peering points between providers, and as traffic enters data centers, if they have oversubscribed connections to the outside.
​
To get a better picture of where you are getting loss, try WinMTR (for windows) https://sourceforge.net/projects/winmtr/ this combines the output of ping and traceroute for a live picture of the path between you and the remote host.
​
There is also a UNIX/Linux native version that may run on a Mac.
> Download an app called winMTR ( https://sourceforge.net/projects/winmtr/ ), run it overnight against www.amazonaws.com
Are you shitting me? Do you think AWS only has a single server?
Also you might have overlooked the detail that I use GNU/Linux and WinMTR is a Windows application.
Try this program: https://sourceforge.net/projects/winmtr/
It basically runs a longer ping test. Where it says host put in 8.8.8.8, which is Google. See if you have any latency or packet loss. Packet loss could cause disconnects.
Do you remember what settings you changed?
Try it wired, when no other devices are connected to the router, and with nothing else running on your computer.
Do a long sample. Like thousands of pings, rather than a few dozen.
Ideally you want to use MTR. https://sourceforge.net/projects/winmtr/
Kleiner Tip für die bessere Analyse: mtr (für Windows gibt es offenbar WinMTR
Damit kannst du wesentlich schneller und übersichtlicher herausfinden ob und wie viel Prozent deiner Pings wo verschwinden.
Hello there, I have not seen many reports in Overwatch's Technical Support forum to indicate any server issues. Remember the fastest way to identify a specific connection issue is by running a WinMTR test.
WinMTR instructions:
1. Download WinMTR from https://sourceforge.net/projects/winmtr/files/WinMTR-v092.zip/download (Console players need a Windows Desktop Computer connected to the same network as their console to do this.)
2. Unzip the WinMTR.zip file to the Desktop.
3. Open the WinMTR folder and select the 32 or 64 bit version. Choose whichever one corresponds to your version of Windows.
4. Run the WinMTR.exe
5. Type the IP address you want to trace in the "Host" field. To get the correct IP you will actually need to open up the game and go Practice Vs AI or Quick Play and if you are on PC hit Ctrl+Shift+N and it will bring up the ingame network diagnostic graph, or go to Video > Options > Display Network Performance Graph if you are on any platform including Console. In the top left corner is the IP address you want to run WinMTR to.
note When looking at the IP it will show up ingame as something like 12.34.56.78:12345. You will want to leave the last 5 digits and the colon at the end off and the IP you want to use is just the 12.34.56.78
6. Once you notice the connection issue while playing, play for about 6 more minutes, minimize the game and click on "Stop".
7. Click on "Copy text to clipboard", then return to this forum thread.
8. Type two sets of four squiggly lines and then paste the contents of the WinMTR test between: ~~~~ Paste WinMTR Test Results Here ~~~~
If in the event you can't even connect to Overwatch and get into any game mode at all, please use one of the following IP addresses based on your geographical region:
Do you have a laptop you could do a network test from? Download WinMTR, use an IP from this list in the Host field, matching the region you are in, and press Start. Wait one minute and take a screenshot that you share here.
Sourceforge link as the website seems to more down than up lately.
As it's all Ethernet I would say you are going to see less than 1ms improvement in ping. Bandwidth should be virtually the same as well. Granted that everything is set up and functioning properly.
If you want us to check download WinMTR, enter "google.com" in the Host field and press Start. Wait one minute and take a screenshot that you share here. This is only for ping, not bandwidth.
Sourceforge link as the website seems to more down than up lately.
Download WinMTR, enter "google.com" in the Host field and press Start. Wait one minute and take a screenshot that you share here.
Sourceforge link as the website seems to more down than up lately.
Download WinMTR, enter a game IP in the Host field and press Start. Wait five minutes and take a screenshot that you share here. For CS:GO a game IP can be found by using the server browser.
Sourceforge link as the website seems to more down than up lately.
Have you made sure it's the local connection? Download WinMTR, enter a game IP in the Host field and press Start. Wait five minutes and take a screenshot that you share here.
Sourceforge link as the website seems to more down than up lately.
Use MTR for tracert. https://sourceforge.net/projects/winmtr/
Also you need to ping the game server instead of google to exactly find which hop causes this. Since CS:GO doesn't show server ips anymore, try to ping the relay IP which you can find on console.
https://sourceforge.net/projects/winmtr/ Winmtr is a nice graphical hop list, the hop that has poor performance it the problem.
Just put www.google.com as the destination and leave it running when the system stops performing look for the bad performing hop.
It's charter. They are god awful. Period. They will bullshit you hard as well.
https://sourceforge.net/projects/winmtr/
Use this to determine networking issues. Not tracert. Results are read as such. If you see loss in one location but not afterwards, there is no loss. If you see loss and it persists past that point or gets worse all the way up to the destination, thats the cause of your loss.
Can you try using this tool and running the command:
mtr 205.185.194.16
And paste the outputs of the command after about 2 minutes? This will then tell me where the issue lies, so we can debug your connection issues. :)
BTW, that IP is a Sao Paulo MM server. :)
An alternative to "mtr" is "tracert" in Windows, but it won't show you as detailed info as "mtr".