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Secret Tricks To Fix Lag? MTU, TCP Optimizer, Leatrix Lag Fix


Hi my name is Chris and this is Battle(non)sense Today I want to talk about some of those tips
and tricks that you can find on the internet, which allegedly fix netcode issues in some games, lower your ping and improve your online experience. One trick that you will come across is changing
the MTU setting on your router, or inside the properties of your network adapter. But what is that MTU. MTU stands for Maximum Transmission Unit and defines how much data you can put into a single data packet. You can think of it like a weight limit on
a road or a highway. When there is a weight limit, then a truck
must stay below that limit. So, when you want to transport more than you
are allowed put on a single truck, then you have to split the load and use more than one
truck. The exact same thing happens when an application
wants to send a data packet which has 1500Bytes, but the router has an MTU of 1400Bytes. In this case the router must split that packet. It then sends one with 1400Bytes and a second
one which contains the remaining 100Bytes. The receiving host will then reassemble those
fragments, so that the application or service on the other end can read that data. So, the MTU is like that weight limit on a
highway. As long as the packets stay below that limit, they can just pass right through the router. When one is larger than the MTU, then it will
get fragmented by the router. This is of course an extremely simplified
explanation, as I am just using the size of the payload here and I am not going to dive
into details like the Path MTU Discovery. What I want to achieve here is help you to
understand what the MTU is and what it does. Now how do you know which MTU value is the
right one for your Internet Connection? Many routers have an auto setting for the
MTU, others like the Edge Router’s require that you enter a value. Now there are guides on the internet which
tell you how you can use the ping command and its ‘do not fragment’ flag, to figure
it out on your own. But the easiest solution is to simply call
your Internet Service Provider and ask them which MTU you must set on your router. There is really is no point in figuring this
out manually, as using the wrong one value can lead to serious connectivity issues. So just ask your Internet Service Provider and enter that value in the configuration of your router, and only on your router, leave the properties of your network adapter alone. But why do some people think that a lower
MTU value would reduce their lag? The only explanation that I have, is that
those who believe that, think that the MTU is a buffer on the router which first must be filled, before one packet of the size of the MTU then gets send. But this is not what the MTU is used for. Packets that are smaller than the MTU will
just pass right through the router. And packets that are larger will get fragmented. So, lowering the MTU on your router or network
adapter will not reduce your lag. It will only cause more packets to get fragmented, which can increase the delay especially when you suffer from packet loss, it will increase the CPU load on your router as well as the receiving host, and it might even result in major
connectivity issues, especially when an application uses the do not fragment flag for its data packets. The MTU value that you get from your ISP will also hardly cause that data packets from online multiplayer games get fragmented, simply because
the data packets that games send and receive are much, much, much smaller than your MTU, as you can see here in this network capture from Fortnite. So, in short, the MTU trick which tells you
to enter a value that is lower or higher than the one that you are told by your Internet
Service Provider, is utter nonsense. It does not reduce the network delay in
online multiplayer games. Now since the MTU trick is just snake oil, how about the Leatrix Latency Fix, the TCP Optimizer, and similar tools. In the past I have tried many different tools,
scripts, and tricks which all claimed to either reduce lag, latency variation, packet loss
or improve the hit registration. Long story short, none of them ever had a
measurable impact on the network lag in my tests. If you want to know how I do network delay
tests for online multiplayer games, then you should check out my Netcode 101 video and my Netcode Analysis Videos that you can find on my channel. In that Netcode 101 video I also show you
how you can troubleshoot your connection to the server and gather data which can help
the support of your Internet Service Provider to track down the issue. Now every game uses TCP connections to in
example communicate with the backend, like the login and statistic servers. But the reason why none of these TCP optimizers
have an impact on the network delay of the vast majority of online multiplayer games, is that Battlefield, Call of Duty, Doom, Quake, PUBG, Fortnite, Rainbow 6 Siege, Overwatch, Lawbreakers, Destiny, Rocket League, Star Citizen, literally every online multiplayer
game uses the UDP protocol for the time sensitive game data, not the TCP protocol. So, these tools and scripts tweak a protocol
that is not even used for the data which is related to the lag you experience. Sure, there are some older games, primarily
MMO’s like World of Warcraft, which use the TCP protocol for
the time sensitive game data. But with the exception of Ironsight, I have not seen any other game developer make the major mistake of using TCP instead of UDP
for game data in recent years. I also talked about this in my netcode analysis
for Ironsight. The problem with TCP is that it was designed
to ensure that always data arrives at its target location, even if that means that you
must re-send the same data again and again, which increases the delay. It is also meant to provide efficient data
transfer, which is why per default data gets buffered first,
and will only be sent once that buffer is full. Which increases the delay even more. So, for the handful of games which use TCP
for game data, these scripts and tools can help to reduce the network delay slightly. However, I tried all of them with Ironsight One of the few games that uses TCP for game data. And these had no impact whatsoever on the
network delay that the player is affected by. But that wasn’t a surprise really, as the
Ironsight developers at least set TCP NODELAY, which can be seen by the TCP PUSH flag in
wireshark. This means that data will not only be sent
immediately instead of getting buffered first, the receiving server is also informed that
this data must get pushed up to the receiving application immediately, in this case the
instance of the game server. So, any tool or script which disables the
Nagle’s Algorithm on my PC, does not affect the network delay in Ironsight, as the game already takes care of that. So basically, these scripts and tools
do not decrease lag, they do not eliminate packet loss and they do not improve the hit registration
for the vast majority of online games, while they can potentially cause serious connectivity
issues if you tweak the wrong values. This is why you should simply stay away from
them, as you just can’t optimise the windows network settings so much, that these changes would have a noticeable impact on the delay of today’s online multiplayer games. At least if these were coded by people who
know that they are doing. Which means that they use the UDP protocol
for game data, which was designed for real time applications such as online multiplayer games. If you want to know more about TCP vs UDP
for game data, then you should read the excellent article that I have linked to in the description down below. So, since none of these tricks or tools work, what can you do to improve your connection in online multiplayer games. Just like I explained in my last video about
WTFast, Haste and Outfox, you should stay away from WiFi as much as possible, as that is prone to interference and congestion, which results in ping spikes and packet loss. Use a wired connection and make sure that
your router does not suffer from BufferBloat, as that can cause ping spikes of several hundred
milliseconds as well as packet loss. If you want to know more about that then you
should check out the video that I have linked to in the description down below. And that’s all for today. If you enjoyed this video about these pro
tips and optimization tools that you can find on the internet, then it would be great if you could support me on Patreon as YouTubes ad revenue is sadly not enough anymore to
run a niche channel like mine. Without the awesome support that I get from
my patrons, Battle(non)sense would not exists anymore. You can find a link to my Patreon in the description
down below, where you will also find links to my social accounts in case that you want to stay up to date on the videos that I am working on. So, if you enjoyed this video then please
give it a like, subscribe for more and I hope to see you next time! Until then, have a nice day and take care, my name is Chris and this was Battle(non)sense.

Bernard Jenkins

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