Forum Discussion

Re: Terrible internet routing


@proxos666 wrote:

@Drakodemus 

See if the trial version of www.wtfast.com has any affect on this or shows anything it has a graph which monitors any changes.

but based on the ping-plots you have posted with the path you are using, it is actually stable and shows nil issues. 

the hops you mentioned earlier are not an issue.

i'm not saying you do not have an issue, just the pingplots/tracert do not have any evidence as being the cause.

remove and re- add exceptions for launcher.exe to both the firewall and antivirus too for good measure, they can fail after a patch.

have you also done a game repair per this link in case something funky is occurring with the game files ?

maybe a dxdiag per this guide link is worthwhile too at present 


yes with ^^ the game is a thousand times better. about the same ping but stuff is happening when I press the button and not having to press it 3 to 20 times to get something to happen.

Now am I going to pay for the WTFast service? NO.

6 Replies

  • proxos666's avatar
    proxos666
    Hero+
    6 years ago

    @Drakodemus 

    Strange thing is it is only showing a 1% spike for your default internet and that aligns with your other results

    if there is an improvement with wtfast, it is likely there is something going on closer to you then the servers, if the issue is as bad as you say and isnt related to what i linked earlier then i have not come across anyone with the same issue. 

    the odds of just you being affected on a backbone provider (zayo) would be near impossible.

    I gather you have rebooted your router/modem recently etc , wtfast apart from routing differently i would imagine they could be using UTP (havent checked) instead of TCP and can have different priorities with/through local firewalls.

    I guess an easy way to narrow this down is if you can test playing with a different system on the same internet connection and see if it has the same issues

  • Seeing lots of people here that are having all sorts of connection issues.

    They just don't have the technical knowledge to run tracert or pathping or ping plotter when they can not connect or get disconnected.

    Now yes most of the time it is something on the users end I get that, but after a couple months of me diagnosing my stuff it comes down to the data -it isn't getting to the server or I am not getting data from server.

    Which is the packet drops on these three routers -

    ae2.cs3.ord2.us.eth.zayo.com [64.125.29.27] Overloaded/Dying router
    ae3.cs1.lga5.us.eth.zayo.com [64.125.29.208] Overloaded/Dying router
    ae4.cs1.dca2.us.eth.zayo.com [64.125.29.203] Overloaded/Dying router

    - is causing my problems and probably most of the 208 connection errors.

    But you would actually have to collect tracert pathping pingplotter data from the people having the connection issues and correlate that data. which no wants to do.

    And as you helped prove this by having me use WTFast and all the problems magically disappear by the routing being changed avoiding Zayo's backbone network.

    I stand by my Title.

    Also it wouldn't be closer to me cause My ISP infrastructure gets used more by using WTFast and then WTFast's network which is obscured under their tunneling protocol.

  • proxos666's avatar
    proxos666
    Hero+
    6 years ago

    @Drakodemus 

    a 208 is a communication error and is totally different to playing on the servers, the 208 error is simply an issue downloading from either manifest.swtor.com or cdn-patch.swtor.com with the launcher, based on your pingplot results i would say antivirus or firewall is more likely to cause a 208 error.

    if you are truely interested in your tracert results read page 29 and 32 in this document 

    a tracert only displays the forward path and the return path can be totally different , the hops in-between are irrelevant if the final destination is fine.

    I also play fine going through zayo from Australia and no disconnects etc albeit with 300ms ping timings


  • @proxos666 wrote:

    @Drakodemus 

    if you are truely interested in your tracert results read page 29 and 32 in this document 

    a tracert only displays the forward path and the return path can be totally different , the hops in-between are irrelevant if the final destination is fine.




    from your document page 29 The Infamous BGP Scanner The Infamous BGP Scanner•On many platforms the slow-path data plane and the control-plane share the same resources.•And often don’t have the best schedulers for the CPU •As a result, control-plane activity such as BGP churn, CLI use, and periodic software processes can consume CPU and **slow the generation** of ICMP TTL Exceeds CPU and slow the generation of ICMP TTL Exceeds.•This results in random “spikes” in traceroute **latency**, which is often misinterpreted as a network issue.
    it will add latency NOT DROP Packets.
    Rate Limited ICMP Generation
    Rate Limited ICMP Generation •Most routers also rate limit their ICMP generation •Often with arbitrary hard-coded limits. •Which may be insufficient under heavy traceroute load. •Juniper •Hard limit of 50pps per interface, 250pps on FPC3s •Hard limit of 500pps per PFE as of JUNOS 8.3+ •Foundry •Hard limit of 400pps per interface •Force10 •Hard limit of 200pps or 600pps per interface

    If its hitting any of these limits then again its Overloaded or Dying.
  • proxos666's avatar
    proxos666
    Hero+
    6 years ago

    @Drakodemus 

    what you are quoting are ICMP packets through a router ICMP module not packets via a fast path, totally irrelevant yet again.

    anyways good luck i have nothing further to offer you.

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