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paradogz

Port Forwarding in DAYZ as a player will improve desync ?

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Hello,

I'd like to know if there is any port used by DAYZ that may improve the connection between client -> server if you portforward them ?

 

If yes, what are these ports ?

Thank you very much.

 

paradogz

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I don't think there is one. Everyone is getting the desync problems, it would be nice to know really.

Dean and BI will probably fix it soon.

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I'm just guessing here, but I imagine it's more of an issue between your local server and the main hive in Europe. It could be a range of other issues. But anecdotally, it seems to increase by player count, so maybe the server is cycling priority of packets sent.

Probably just my ignorance, though.

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I forwarded the same ports listed for ARMA 2 and experienced an extremely marginal improvement in ping and desync. So marginal that I cannot even be sure that it was the result of port forwarding or not.

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How could NAT/PAT improve performance in an online game? It would not work if there was any need to port foward anything but to the best of my knowledge i can not think of anything which could be IMPROVED by forwarding a port

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How could NAT/PAT improve performance in an online game? It would not work if there was any need to port foward anything but to the best of my knowledge i can not think of anything which could be IMPROVED by forwarding a port

 

The only reason I can imagine it would ever impact performance of a networked game is if the port/service in question was subject to some implied firewall ruleset or QoS at some level, and by forwarding you could skirt the rule. And if that (firewall or QoS) were the case, performance would likely be untenable. Otherwise, it's still pushing packets, and packets are packets are packets.

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Not sure if it would help the desync, and can't see how that would even work, but for ArmA II / III you can open ports: If if server you are connecting to uses "defaut" ports - its 2302, 2304 and 2305. If server uses some other ports, eg. its marked "our gameserver is 195.168.47.98:2500" You calculate the other ports by adding +2 and +3 (so 2 other ports to be opened are 2502 and 2503).
For Arma2 ports are 2302, 2303 and 2305.(use +1 and +3 respectively)

 

Just open the range 2302-2305 if default ports.

Don't forget about port forwarding too, if needed.

 

But I doubt this is going to do anything to 'fix' the problem. You usually only need to worry about this if you are hosting a server, which no one is ATM.

Edited by DJPorterNZ

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Indeed fukkit. I operate behind a firewall and so generally get better performance when I forward ports. I'm no network engineer, but it's always one of my first steps when trying to improve my playing experience. As I stated above I doubt my forwarding had much of an effect but it takes me all of 5 mins to set up, so....

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Indeed fukkit. I operate behind a firewall and so generally get better performance when I forward ports. I'm no network engineer, but it's always one of my first steps when trying to improve my playing experience. As I stated above I doubt my forwarding had much of an effect but it takes me all of 5 mins to set up, so....

 

Yeah, it's not outside of the realm of possibility, and I distrust the major ISPs more each day - they apply obscure QoS rules all the time, in ways that are rarely communicated. I wasn't poo pooing the idea, because it is possible, and you're certainly not going to hurt performance by forwarding, unless of course you forward to a port that's compromised in some other way on the inside. 

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I would like if they fixed the desync issue already. I know it's not just me. But, I died randomly today, no gunshot sounds, no bleeding, nothing. Just, died. At first I cried out hacker in anger, but I collected my thoughts and realized it could've been a desync issue, they saw me, but I did not see them. So, they promptly just shot me, with me having no way to even know what the hell happened other than you know, being dead. 

Just sucks, because I guess I was still in the same spot to them, but in actuality, I was moving away from where these hostiles were.

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Its odd, thursday last week I reset my router, desync got really bad until yesterday when I reset it again. Been fine since

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Its odd, thursday last week I reset my router, desync got really bad until yesterday when I reset it again. Been fine since

I find that rebooting my modem and router every couple of days is a good thing. Even with a static IP, my ISP needs a kick every now and then as a gentle reminder that I'm their most important customer!

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I would only foresee it becoming an improvement if you have desync issues even on lightly populated servers.  I think most folks' experience mirrors mine, in that low-pop servers are much snappier to respond and with fewer desync issues, but it becomes more and more noticeable as the number of players increases. I doubt it's much of a LAN issue as opposed to a server optimization issue, so it's just a waiting game until the server code gets the needed overhauls. 

 

There are things that need to take priority on the technical food chain, though, so I would hardly call it urgent-- especially since optimization is a pretty fucky little beast, and it takes someone with equal parts patience, programmatic knowledge, and intense familiarity with an engine. Basically, the game development equivalent of a unicorn. ;)

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Hello,

I'd like to know if there is any port used by DAYZ that may improve the connection between client -> server if you portforward them ?

 

If yes, what are these ports ?

Thank you very much.

 

paradogz

Opening ports has zero impact on whether clients get desynced or not, the server need to have ports open because it is listening for connections. Since the client is initiating the call and that no weird P2P networking is used on arma, this is not required, on the client.

 

It makes me sad how gamers today know so little about the basics of TCP/IP networking that they yet use everyday for gaming.

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Opening ports has zero impact on whether clients get desynced or not, the server need to have ports open because it is listening for connections. Since the client is initiating the call and that no weird P2P networking is used on arma, this is not required, on the client.

 

It makes me sad how gamers today know so little about the basics of TCP/IP networking that they yet use everyday for gaming.

 

Well, technically they could have desync caused by their own personal network if their router went through some sort of convoluted routing table for every packet and it could be resolved by putting in a port forward rule that simply passed the packet on. Something like a Proxy Server that filtered everything by looking at every packet could cause a client to become desynced and be resolved by port forwarding. However, that being said the desync being described seems to be on the server end of things. Basically, unless you purposefully slowed down your own network for some reason, security being the most likely, port forwarding should do zilch to resolve this issue. 

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Well, technically they could have desync caused by their own personal network if their router went through some sort of convoluted routing table for every packet and it could be resolved by putting in a port forward rule that simply passed the packet on. Something like a Proxy Server that filtered everything by looking at every packet could cause a client to become desynced and be resolved by port forwarding. However, that being said the desync being described seems to be on the server end of things. Basically, unless you purposefully slowed down your own network for some reason, security being the most likely, port forwarding should do zilch to resolve this issue. 

Yeah but forwarding a port is for outside -> inside, writing rules there doesn't change the inside -> outside behavior.

And if they have a crazy home network, there are non technical ways to solve it, plug yourself directly to the modem and see if the problem is still there. If yes, yell at your ISP, of not, your not as good at networking as you thought you where.

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Yeah but forwarding a port is for outside -> inside, writing rules there doesn't change the inside -> outside behavior.

And if they have a crazy home network, there are non technical ways to solve it, plug yourself directly to the modem and see if the problem is still there. If yes, yell at your ISP, of not, your not as good at networking as you thought you where.

 

Nick Burns, is that you?

 

There is no need for this: "It makes me sad how gamers today know so little about the basics of TCP/IP networking that they yet use everyday for gaming." And for this: "If yes, yell at your ISP, of not, your not as good at networking as you thought you where."

 

Go wire your house for electricity, or replace all your pipes/plumbing. You use water and electricity everyday? Maybe you can rebuild your car engine? You drive, right?  You must know all of the ins and outs of internal combustion. Gamers don't need to know the ins and outs of TCP/IP, and in this case it had nothing to do with knowing the specifics of any ports or protocols, simply common sense in terms of directional traffic.

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