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#1 antarek

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Posted 08 September 2011 - 09:04 PM

Hi all,

I just joined this game and i m experiencing quite a problem with the lag in game. I play from Europe but usually i get a good/average ping on US servers. Yet i never had such a high latency while paying any other NA game. I ve checked my ping using the tracert command and i had a 200ms score. So it can't be the reason of this issue because it's good enough not to have any noticeable lag while playin any MMORPG. I created a character on both Yggdrasil and Valkyrie servers but same problem. So i asked to many other people about the latency issue while playing and they told me that they were also lagging. So i presume that this lag issue is caused by someting not linked to me. Is there any info about what is causing this latency problem or any ETA about when it ll be solved?

Thanks in advance.

Edited by antarek, 08 September 2011 - 09:11 PM.

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#2 DrAzzy

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Posted 08 September 2011 - 09:11 PM

I'm getting no lag, even without lowerping running. Hence, the problem is not with the servers, it's with something between you and RO.

I suspect a tracert (tracert iro.ragnarokonline.com ) will clearly show the problem. If the problem is with NTT, report it via a ticket so gravity can complain to NTT.

Lowerping will likely improve performance for you
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#3 antarek

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Posted 08 September 2011 - 09:23 PM

Thanks for the update but i assure you that there is no problem with my tractert. Take a look at it :


1 <1 ms 2 ms 1 ms 192.168.1.1
2 19 ms 18 ms 18 ms ADijon-552-1-74-1.w92-138.abo.wanadoo.fr [92.138
.185.1]
3 18 ms 18 ms 18 ms 10.125.207.74
4 18 ms 18 ms 19 ms ge-4-1-0-0.ncdij101.Dijon.francetelecom.net [193
.253.90.122]
5 27 ms 26 ms 26 ms ae42-0.nistr101.Schiltigheim.francetelecom.net [
193.252.160.82]
6 36 ms 33 ms 35 ms 81.253.182.58
7 32 ms 34 ms 35 ms tengige0-10-0-0.ffttr1.FrankfurtAmMain.opentrans
it.net [193.251.129.225]
8 31 ms 30 ms 30 ms verio-1.GW.opentransit.net [193.251.248.10]
9 31 ms 30 ms 31 ms ae-2.r21.frnkge04.de.bb.gin.ntt.net [129.250.5.2
17]
10 51 ms 50 ms 50 ms as-1.r23.amstnl02.nl.bb.gin.ntt.net [129.250.3.6
2]
11 145 ms 116 ms 115 ms ae-7.r21.asbnva02.us.bb.gin.ntt.net [129.250.2.1
44]
12 125 ms 116 ms 121 ms ae-0.r20.asbnva02.us.bb.gin.ntt.net [129.250.4.4
]
13 191 ms 185 ms 214 ms ae-2.r21.lsanca03.us.bb.gin.ntt.net [129.250.3.5
5]
14 210 ms 209 ms 210 ms po-2.r00.lsanca19.us.bb.gin.ntt.net [129.250.6.4
2]
15 194 ms 203 ms 198 ms xe-6-4.r00.lsanca19.us.ce.gin.ntt.net [204.1.253
.102]
16 194 ms 207 ms 203 ms portal.demarcation.gravityus.com [204.2.170.50]

17 201 ms 200 ms 200 ms www.playragnarok.com [128.241.93.60]


So the higher value is about 200ms which can't explain why i keep having that much latency in game. I played many other MMORPGs located in America with a 150-300ms ping score since the 10 past years and i never had such problems. You can imagine that most P2P games are hosted on NA servers. And people from outside NA could play them without suffering from high latency spikes. And once again, having a 200ms score from Europe to NA is a good score. You can't get a much better score even after using a proxy. because this is a normal score according to the distance between Europe and NA. But in iRO my character keeps freezing while moving and reacts a couple of seconds later.

In addition, i have no packet loss issue :

Envoi d'une requête 'ping' sur www.playragnarok.com [128.241.93.60] avec 32 octe
ts de données :
Réponse de 128.241.93.60 : octets=32 temps=205 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=199 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=202 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=199 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=194 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=199 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=195 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=206 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=200 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=201 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=204 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=208 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=206 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=212 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=207 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=206 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=203 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=201 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=209 ms TTL=112
Réponse de 128.241.93.60 : octets=32 temps=201 ms TTL=112

Statistiques Ping pour 128.241.93.60:
Paquets : envoyés = 20, reçus = 20, perdus = 0 (perte 0%),
Durée approximative des boucles en millisecondes :
Minimum = 194ms, Maximum = 212ms, Moyenne = 202ms


For info, perdu = lost, reçu = received, envoyé = send. So with only 200ms and 0% packet loss, i shouldn't have such an insane lag in game. The problem is coming from your servers.

Edited by antarek, 08 September 2011 - 09:42 PM.

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#4 DrAzzy

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Posted 08 September 2011 - 10:00 PM

I am playing with no lag (or rather, with the just-barely-noticable lag I always get if I don't use lowerping), so it can't be the RO servers.

Try using the trial of lowerping and see if that fixes it. Lately i've been seeing a lot of reports of lag, usually from people in europe, that I can't reconcile with the perfectly-good-looking tracerts, but which is fixed with lowerping.

I'm starting to suspect that some network is prioritizing pings/tracerts so people can't see that they've got problems delivering normal traffic.
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#5 antarek

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Posted 08 September 2011 - 10:12 PM

Thanks again but it was linked to the way your server handle data sent and received. So even with a normal latency score according to the distance between NA and Eu, i experienced an insane lag in game that wasn't possibly caused by a 200ms latency score.

So here is the reason :

This is caused by a TCP/IP feature used in windows by default known as the Nagle Algorithm. This feature allows windows to delay the transmission of TCP packets in order to save bandwidth by grouping packets into a single transmission. This can cause the aknowledgment of a TCP transmission to be delayed by up to 200 ms, by default. And in RO, the game server does not send the client certain information (such as movement of monsters or players) untill the previous transmission has been aknowledged by your client. This is why some people outside NA are experiencing such a HUGE lag despite a normal latency score.

So here is the solution :

  • From a command prompt (usually in All Programs -> Accessories -> Command Prompt) run "regedit"
  • Browse to HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\services\Tcpip\Parameters\Interfaces
  • Browse the items under interfaces until you find one that has an IPAddress entry matching the network interface you want to affect (typically LAN IP addresses start with 192.168 or 10.0); note that if your IP address is automatically assigned by a DHCP server you may need to look for a matching DhcpIPAddress instead of IPAddress
  • Right-click on the interface and select New > DWORD (32-bit) Value, name it "TcpAckFrequency"
  • Right-click the new TcpAckFrequency value and select Modify, enter "1" (Hexadecimal radio button should be selected)
  • Right-click on the interface and select New > DWORD (32-bit) Value, name it "TCPNoDelay" (note that TCP is all uppercase this time that's intentional)
  • Right-click the new TCPNoDelay value and select Modify, enter 1 (Hexadecimal radio button should be selected)
  • Verify that both TcpAckFrequency and TCPNoDelay now show up in the adapter's property list with types "REG_DWORD" and values "0x00000001"
  • Exit regedit and reboot (reboot is necessary for the changes to take effect!)

Let's hope that it ll help other players. For me it has solved my problem for now. And i would sudgest you to report this to the devs of this game because they should get rid of this issue by allowing the game server to send to the client certain information even if the previous transmission hasn't been aknowledged yet.

PS : it may be useful to add this solution to the latency issue into a sticky that anybody could see easly.

Edited by antarek, 08 September 2011 - 10:22 PM.

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#6 enstain

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Posted 14 September 2011 - 10:10 AM

YES!! THANK YOU THANK YOU! i was about to give up on this game because i couldnt play normaly, but this thing solved everything! I think this topic should be pinned since its a lifesaver.

U R A GENIUS MAN! <_<
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#7 Puppet

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Posted 17 September 2011 - 08:20 AM

Thanks again but it was linked to the way your server handle data sent and received. So even with a normal latency score according to the distance between NA and Eu, i experienced an insane lag in game that wasn't possibly caused by a 200ms latency score.

So here is the reason :

This is caused by a TCP/IP feature used in windows by default known as the Nagle Algorithm. This feature allows windows to delay the transmission of TCP packets in order to save bandwidth by grouping packets into a single transmission. This can cause the aknowledgment of a TCP transmission to be delayed by up to 200 ms, by default. And in RO, the game server does not send the client certain information (such as movement of monsters or players) untill the previous transmission has been aknowledged by your client. This is why some people outside NA are experiencing such a HUGE lag despite a normal latency score.

So here is the solution :

  • From a command prompt (usually in All Programs -> Accessories -> Command Prompt) run "regedit"
  • Browse to HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\services\Tcpip\Parameters\Interfaces
  • Browse the items under interfaces until you find one that has an IPAddress entry matching the network interface you want to affect (typically LAN IP addresses start with 192.168 or 10.0); note that if your IP address is automatically assigned by a DHCP server you may need to look for a matching DhcpIPAddress instead of IPAddress
  • Right-click on the interface and select New > DWORD (32-bit) Value, name it "TcpAckFrequency"
  • Right-click the new TcpAckFrequency value and select Modify, enter "1" (Hexadecimal radio button should be selected)
  • Right-click on the interface and select New > DWORD (32-bit) Value, name it "TCPNoDelay" (note that TCP is all uppercase this time that's intentional)
  • Right-click the new TCPNoDelay value and select Modify, enter 1 (Hexadecimal radio button should be selected)
  • Verify that both TcpAckFrequency and TCPNoDelay now show up in the adapter's property list with types "REG_DWORD" and values "0x00000001"
  • Exit regedit and reboot (reboot is necessary for the changes to take effect!)

Let's hope that it ll help other players. For me it has solved my problem for now. And i would sudgest you to report this to the devs of this game because they should get rid of this issue by allowing the game server to send to the client certain information even if the previous transmission hasn't been aknowledged yet.

PS : it may be useful to add this solution to the latency issue into a sticky that anybody could see easly.


They have not done this since the creation of the game, and they never will seeing i tried to get them to do this for 5+ years, before I gave up, If it has to be programmed or changed, they want nothing to do with it
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#8 Yoozie

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Posted 22 September 2011 - 11:28 AM

i tried this but still same result. please look at my thread

http://forums.warppo...g-and-lightmap/
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#9 DieNasty

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Posted 23 September 2011 - 07:21 AM

If you are playing RO or any other games via a wireless router then you're bound to encounter lag issues. You need to do a port fowarding on your router to solve this issue.
How to do a port forwarding: portforward.com
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