The links provided give you pingable and tracert friendly IP’s to AWS EC2 and GameLift servers.
The actual server you play on more than likely will not respond to ICMP (ping/tracert). Most game servers regardless the game/company do this. Instead they use a PingSite at the datacenter for server browser based pinging.
Here’s a step by step guide I did for the pubg community. https://forums.pubg.com/topic/294576-server-location-identification-how-to/
Once you get the IP you may have to run a ping on it to get the actual IP. From there you can use geolocation services to get region or manually sift through ranges on the AWS reachability page.
That’s poor compared to what I’ve seen in the past usually around 100 conquest games. Maybe show’s how many players are having trouble with stuttering/ netcode at the moment and given up. PS4 for me is unplayable at the moment compared to the PC which isn’t great but playable.
RDR2 is a fantastic game, savoured every minute of playing the single player. I’m having a change of pace and started playing a bit of RTS from the totalwar series, need a break from BF!
If they don’t add a new server for North African/Asian players me and my Platoon will soon be done with BF V.
It is just insane that players with unstable pings well over 100ms from a different continent/Region can kill the game for EU players with stable low pings.
I don’t care AWS has no servers over there, think of something else to fix this, this is beyond annoying and unacceptable.
Data Centers use “Peering”. Buying direct connections to many tier 1 providers, such as Verizon, AT&T, Sprint, GTT/tinet, Verio/NTT, CenturyLink, and Telia, and choosing the best path to reach clients through a proprietary system.
You may also want to ask AWS directly about their Peering.
The route in is typically the route out, unless there’s congestion, or the route out is the better option.
Each Gateway (HOP) along the route can redirect packets onto alternative routes.
Ping in-game does not use ICMP. Each game data packet you send is timestamped in the header. The server and the client read those timestamps to calculate RTT. ((float) send time - (float) receive time) * 2 + (float) processing time = ceil(Ping).
The travel time of an ICMP packet is irrelevant. ICMP does not have a payload ..aka Game data. Game data packets (relevant) are what’s used for ping and they are UDP.
*** Note
The network graph is only updated once per second. Processing ping, loss etc is low priority. This may add ~1ms to overall ping values displayed.
IP Fragmentation … https://en.wikipedia.org/wiki/IP_fragmentation
Although game developers try to keep payloads as well as overall packet byte sizes low they can still be fragmented in route. If a packet is fragmented it can add toward ping times.
FYI there are multiple virtual connections (UDP) as well as multiple direct connections (TCP).
Game Session, EA Backend, MM
Client → Server movement updates (primary game data)
Client → Server RPC’s (kit changes, healing etc)
Server → Client movement updates/corrections (opponent and self - various update rates)
Use Resource monitor and shoot me the IP’s. I’ll post back the proper IP’s for tracert and ping testing.
UDP packet receive time - UDP packet created timestamp == UTT
UTT * 2 + processing time
There’s a post in the old hit detection thread that gives a basic overview of the Packet level Acks and reliable-order messaging. The code posted (C++) could be configured to modified to calc pings and loss over a smooth moving average. Give it a read through.
Well it could have been April, I can’t remember when ElliotLH posted the link.
Yeah the stuttering issue hasn’t been addressed and also confirmed in the announcements forum section. Someone pass me a copy of War and Peace - this could be a long wait.
Something that we wasn’t able to work into this update was a resolution to the Stuttering issues encountered by Players. I chatted with the teams about this last week, and our Engineers believe that they’re making good progress on the problem. We’ll have more updates about this the instant that we can provide them. For now we just wanted to ensure that you understood that we view this as a High Priority for us to fix, but will not be addressed as a part of Update #5.
I don’t know what they did or if we were just lucky, but in 3 hours of FS I only had the server icon maybe 5 times and just a second or 2, which is nothing.
And suddenly we won lots of rounds of FS, which was impossible since the UK servers were removed and the last 2 patches, with all the stuttering and high pingers 1 shot killing us because of the TTD bug.
I hope it stays this way and it was not just a lucky night …
It’s been four days since I played having previously played every day. I already feel calmer and happier. A game should be fun and enjoyable but fighting against the dreadful German server experience is nothing but stressful.