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PING POLL/Any known fix for huge ping (400ms) running co op server over net?


warmer

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Looking for some information on average ping along with distance info from multiplayers servers 8 or less.

 

Specifically where one member is running the game via their PC and others are connecting.

 

If you could comment

 

Ping:

Number of players:

Are you running server:

Distance from furthest player:

 

Currently running a co op game with a friend on the East Coast and I am West Coast US. Average ping of 400ms. Back in Alpha 12 I think I did the same distance and it was sub 100ms easily. Hardly noticed. Much slower connection then. Win 7 then vs. Win 10 now.

 

We both have new Gen Ryzen and 16Gb or more DDR4 ram. Over 100Mb DL and 6Mb UL. Been trying to narrow down the reason for the huge ping, but most references point to UNET in the launcher and that is no longer there, so I am "Assuming" it is disabled by default now.

 

Anyone know if EAC turned off helps Ping?

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Well I check these stats once in a while...

 

Rented Dedi in Los Angeles

3 West Coast players and 2 Mid-West/Central and 3 East coast.

Worst ping is generally around 110ms from Philidelphia and is generally the only one... All others are anywhere from 30 upwards of 45/50ms. I think its mostly because he uses a wireless connection... Sure, quick and easy and no wires to add to the mess... But he's paying the price.

 

My wife used to host games on her PC - and we couldn't get more than 4 to join (IE: My wife hosts - I and 3 others join) after that lag and ping rates get too bad for anyone to play. Another reason for not running a server on the system your playing on as I am generally against and definitely do not recommend... Internet speeds of the host have to be fairly high!

 

EAC... I have it in my head that it technically doesn't help ping cause it's just frames/info/ect added to the line... But it should help lag!

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2 things changed ping from 400ms average down to 100-150ms steady range

 

Playing without EAC

Enabling/Changing the value of these two registery entries in several specific locations.

 

TcpAckFrequency to FFFFFFFF

TCPNoDelay to 1

 

 

Cut my Ping to my friend 2500 miles away into 1/4 making it playable.

 

Still interested in the statistics of players as there is such a wide range of issue we encounter when running a server.

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Looking for some information on average ping along with distance info from multiplayers servers 8 or less.

 

Specifically where one member is running the game via their PC and others are connecting.

 

If you could comment

 

Ping:

Number of players:

Are you running server:

Distance from furthest player:

 

In A16 I ran a private server in CA which had 3-5 players connecting simultaneously from GA, MA, and WI. Highest ping was CA to MA and averaged 150ms (roughly 130-170ms) . GA and WI were slightly less, maybe 90 to 120 ms iirc.

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In A16 I ran a private server in CA which had 3-5 players connecting simultaneously from GA, MA, and WI. Highest ping was CA to MA and averaged 150ms (roughly 130-170ms) . GA and WI were slightly less, maybe 90 to 120 ms iirc.

 

Thanks for the info. That lines up with what I am experiencing as well. Probably no way around that given the distance.

 

Does anyone know is EAC increases Ping? Seems to be a significantly factor in where my 250ms ping gain came from.

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EAC should not significantly increase ping by itself. If your system resources are approaching min spec it may though.

 

My system is well above the recommended spec by quite a bit and FAR above minimum. EAC needs a few cpu cycles to detect cheating which would increase ping. How else could it possibly detect cheaters if their game files pass checksum? Running data based on player behavior will certainly increase ping for players.

 

Maybe my assumption is incorrect, but disabling made a massive difference for me and my friend. Additionally, if you don't have a fast enough connection speed, EAC won't even let you connect to most games, where as without it enabled you can. What does that mean? It means EAC chews through bandwidth to some degree, resulting in larger pings of "real" game info.

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@warmer, I just watched the vid. While it's a nice How-To, & the guy seems well intentioned, I can't believe that there isn't a way to make a registry backup in Win10.

 

I don't know since I don't have a Win10 system (and hopefully never will).

 

But historically, anyone at all knowledgeable enough to trust would have not only have begun the tut w a reg backup, but certainly would have corrected it the instant the first comment came in about needing to back out the changes & needing help to do so.

 

Add on that he's changing _network_ settings, so potential result of a user loosing all internet access, so possibly not able to search/get help.

 

Might just be me but that seems pretty darn irresponsible.

 

--- To your original question ---

 

"Ping" would 'normally' be the _network_time from point A to B and back to A again, shown as RTT or Round Trip Time.

 

Almost certain that Unity/7dtd is issuing & receiving some sort of network packets at their level in the stack of hardware/software, rather than a "true", IP only network Ping. What a couple others have mentioned.

A more accurate name would be something like, "Server response time". Since it appears that it's reporting not only network latency, but also all OS & program processing time.

 

Opening up a Command window and directly pinging a server/players IP address will almost certainly give a different result.

(you can set a delay and number of pings to send and run it while seeing what the game shows)

{if you don't set a delay, say one ping every second, then your ISP, or some other spot in the middle, may block you}

 

Reason this is important is that you might have a slow network path, in which case there's little you can do other than calling your ISP.

Maybe someones out in the country. A satellite will add a couple hundred ms due to real distance. Nothing they could do.

 

Real world, high qual dedicated circuits, coast to coast (SanFran to Carolinas) result in a RTT of low-mid-twentys (ms)

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@warmer, I just watched the vid. While it's a nice How-To, & the guy seems well intentioned, I can't believe that there isn't a way to make a registry backup in Win10.

 

I understand what you are saying. I wouldn't have done any of the suggested reg edits unless I knew what he was suggesting (essentially increasing the frequency of network checks resulting in quicker acquisition/sending of new packet info) nothing suggested would result in killing your net unless you didn't follow his instructions carefully.

 

Point being, I shaved off 300ms from my ping and wanted to let others know as well as provide evidence to what helped my end.

 

We are both on Broadband cable connection above 20Mb/S so connection SPEED isn't the issue, but rather the processes under the hood that increase latency between packet acquisition/sending.

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Of course you can do backups of your registry in win10. The registry itself completely (as its just a file) but also diff hivekeys or subsections of it.

 

Just rightclick on the section you want to backup and use the export function. It will create a .reg file. Make the needed changes. If something borks, just doubleclick the .reg file and import the orininal settings.

 

Cheers

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I understand what you are saying. I wouldn't have done any of the suggested reg edits unless I knew what he was suggesting (essentially increasing the frequency of network checks resulting in quicker acquisition/sending of new packet info) nothing suggested would result in killing your net unless you didn't follow his instructions carefully.

 

Point being, I shaved off 300ms from my ping and wanted to let others know as well as provide evidence to what helped my end.

 

We are both on Broadband cable connection above 20Mb/S so connection SPEED isn't the issue, but rather the processes under the hood that increase latency between packet acquisition/sending.

 

@Warmer, honest apologies if it came across as personal. I happened to be at the end of a very long day and was monitoring a Cl-Fu of a network change, and using these forums to stay awake.

What caught my eye & made the spidee-sense tingle was the "TcpAckFrequency" bit.

I make zero claims on being knowledgable on Windows networking, but *Nix & TCP/IP, that I know. So, not saying it's possible to do, but if a fat-finger of the "TcpAckFrequency" could result in turning it off, or delaying all Acks by many seconds/minutes, then you'd effectively kill TCP.

---

That bit said, and, again, not a Win-Network or Win10 guy, it does seem that the tweaks improved your gameplay, and that is always a good thing! And taking the time to share it with others is a kindness not everyone would bother to do. So I should have Ack'd (heh, network humor there :) ) that in my reply. I didn't but will now; thanks for sharing this! <-- genuinely appreciated, I -like- networking stuff, so even if I'm a V8 guy, seeing a cool new V6 is still a nice thing. :)

 

Of course you can do backups of your registry in win10. The registry itself completely (as its just a file) but also diff hivekeys or subsections of it.

 

Just rightclick on the section you want to backup and use the export function. It will create a .reg file. Make the needed changes. If something borks, just doubleclick the .reg file and import the orininal settings.

 

Cheers

 

Good to know Prisma. I figured it was possible, but with all the other crap MS did w Win10, well, I didn't know if your "license" only allowed 3 reg backups before you'd wind up locked and have to call MS, heh :)

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