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Tcpackfrequency Possible Issue


Mythblaze
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That's a S#&$ty idea anyway. The main problem with Warframe is the host upstream connection speed.

Which can easily reach 120 kB/s +. TcpAckFrequency 1 doubles the TCP overhead traffic (upload),

makes your overall connection speed decrease.

 

If you lag in Warframe, it's 99,9% the host which doesn't have a connection capable of uploading > 1Mbit/s.

Thereby greatly increasing the latency to the clients. (We speak about several thousand +)

 

TcpAckFrequency can help reducing the latency as long as you have enough download/upload capacity left.

The majority of Warframe players - connections doesn't even have the capacity to play without such a setting.

(As a host, for clients the connection barely matters) And if they have it, the game runs perfectly smooth as it is

(with standard settings).

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TCP keeps track of the individual units of data transmission, called segments, that a message is divided into for efficient routing through the network. For example, when an HTML file is sent from a web server, the TCP software layer of that server divides the sequence of octets of the file into segments and forwards them individually to the IP software layer (Internet Layer). The Internet Layer encapsulates each TCP segment into an IP packet by adding a header that includes (among other data) the destination IP address. When the client program on the destination computer receives them, the TCP layer (Transport Layer) reassembles the individual segments and ensures they are correctly ordered and error free as it streams them to an application.

 

If you set the value to 1, every packet is acknowledged immediately because there is only one outstanding TCP ACK as a segment is just received. The value of 0 (zero) is not valid and is treated as the default, 2. The only time the ACK number is 0 is when a segment is not received and the host is not going to acknowledge the data.

 

Can you explain why he could not connect to my game and neither to his.

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