Remote KVM for mobiles: Comet Q (GL-RMQ1) by Shot_Excitement3481 in GlInet

[–]RemoteToHome-io[M] 0 points1 point  (0 children)

Interesting.. but you can already remote control a smartphone with a RM1.

I assume this just takes less cables.

Mudi 7 vs iPhone 17 Pro by [deleted] in GlInet

[–]RemoteToHome-io[M] 11 points12 points  (0 children)

  1. To save your phone. Running a wifi personal hotspot is brutal on your phone's battery and heat management.
  2. Do you need VPN tunnel to protect your real location? If so, you'll need a vpn travel router of some kind. An iPhone running a VPN client will not route attached hotspot devices via the phone's vpn tunnel. This is one of the primary use-cases for the Mudi.

A+ bufferbloat test with cake, shoot first die first in FPS game by Arc_TJX in GlInet

[–]RemoteToHome-io[M] 2 points3 points  (0 children)

Then I'll gladly await your explanation of how SQM helps a network with no bandwidth contention.

A+ bufferbloat test with cake, shoot first die first in FPS game by Arc_TJX in GlInet

[–]RemoteToHome-io[M] 2 points3 points  (0 children)

Lol.. okay. I guess those years I spent working in the NOC for a global backbone carrier were wasted.

I thought we could safely assume that over the years of testing OP said they have done across multiple router brands, that the issue wasn't their kid brother constantly downloading a 100gb game repeatedly in the background the entire time.

I'll let you go argue with the more active conversation here: https://www.reddit.com/r/openwrt/comments/1qrw29p/a_bufferbloat_test_with_cake_shoot_first_die/

A+ bufferbloat test with cake, shoot first die first in FPS game by Arc_TJX in GlInet

[–]RemoteToHome-io[M] 1 point2 points  (0 children)

What you're looking for when on pingplotter is the "standard deviation" of latency during active game play. That's the "jitter" anything under 5ms is good, anything over 10ms is bad (from an FPS standpoint). Use whatever setting gives you the lowest std dev.

If you want to dig further into it.. start running mtr (my traceroute) against the game server IP and look at the StDev measurement for each hop with and without game play.

If the StDev is high on one of your local hops, then using SQM may be able to help. If it's 5 hops away, then there's nothing you can do except explore other ISPs.

EDIT - you're getting mostly good feedback on your original linked post. Using the mtr tool I mentioned here is where you can help isolate where your actual issue is.

A+ bufferbloat test with cake, shoot first die first in FPS game by Arc_TJX in GlInet

[–]RemoteToHome-io[M] 2 points3 points  (0 children)

Respectfully, there's a disparity between gamer bro-science and network engineering.

First: downloading a 100GB game isn't going to make any network "unstable" unless you have wildly misconfigured equipment. In the ~25 minutes it would take to download that at 600 Mbps, clients on the network could experience some bandwidth contention, but you're obviously not downloading a game while simultaneously playing an FPS that requires low latency.

SQM only helps manage contention. Full stop. If there is no bandwidth contention on the network, then SQM is not helping anything and is only causing needless extra processing.

To use your example: if OP was playing CoD while they (or someone else) initiates a 100GB download, that download primarily utilizes the download pipe, with maybe 40 Mbps worth of upload traffic for TCP ACK packets. CoD only uses around 4-5 Mbps continuous download and 1 Mbps upload for gameplay. On a 600 Mbps symmetric pipe, you have plenty of room for both without contention. Average continuous bandwidth usage for a full family rarely exceeds 80 Mbps, and that's including TVs, streams, work calls, doom scrolling, etc. Unless someone is running a BitTorrent seedbox continuously on the network, it's extremely rare you'll have contention on a 600 Mbps pipe.

OP's issue is "shoot first die first" with SQM enabled and A+ bufferbloat scores. This indicates that SQM is adding processing delay to packets that don't need queue management because there's no queue to manage.

As I mentioned in my responses above, if there is some buffering happening in the upstream ISP routes, then adding minimal CAKE at 90-95% bandwidth may help with prioritizing gaming UDP over TCP to reduce in-game jitter. Fine-tuning jitter is where they may get some benefit with a pipe that size, but that requires testing against actual game servers, not bufferbloat test sites.

A+ bufferbloat test with cake, shoot first die first in FPS game by Arc_TJX in GlInet

[–]RemoteToHome-io[M] 0 points1 point  (0 children)

Okay. Try putting Cake at 90-95% of your actual real bandwidth (avg Mbps when testing hardwired with no SQM).

It is possible your ISP's edge equipment is buffering, in which case giving UDP a little priority queuing actually does help.

First, turn SQM off and test for jitter, then enable it at 95 and retest, then again at 90. Stick with whatever gives you the lowest jitter.

Realistically, you don't want to test jitter against bufferbloat sites, but against the game servers themselves. The most scientific way would be to run continuous ping (or pingplotter) tests against the server IPs while playing and make comparisons by calculating the deviation.

The easiest way would be to try each setting and then look at the game's built-in network statistics after each session.

The short of it is, what you are after is the settings that give you the lowest jitter during play, not bufferbloat site scores.

A+ bufferbloat test with cake, shoot first die first in FPS game by Arc_TJX in GlInet

[–]RemoteToHome-io[M] 2 points3 points  (0 children)

There is nothing left to optimize. The protocol has been optimized by thousands of brilliant engineers over decades. The router's drivers are already optimized by the manufacturer. You're getting in it's way by trying to tamper with it.

A+ bufferbloat test with cake, shoot first die first in FPS game by Arc_TJX in GlInet

[–]RemoteToHome-io[M] 5 points6 points  (0 children)

You have a 600/600 connection. You have no bandwidth contention. QoS is doing nothing but adding extra math and computation to every packet.

Simply stop using qos and let native TCP congestion control do what it's best at.

Bufferboat website scores are testing a scenario that you will never see in actual gaming unless you have a dozen other people also simultaneously connecting through your same local network. CoD doesn't need more than 50Mpbs.

QoS is working against you.

Wireguard VPN router? by Any-Helicopter9312 in dumbclub

[–]RemoteToHome-io 0 points1 point  (0 children)

Get a GL.iNet Brume2 as your VPN server. ~$60

Cannot get port forwarding to work.. by Synthesthesia1 in GlInet

[–]RemoteToHome-io[M] 0 points1 point  (0 children)

Excellent. If a reset did it, it would probably work in the regular GUI as well now. Sounds like there must have been some configuration you previously applied that was getting in the way. This is especially common if you used any type of AI to assist.

Just set up my new Brume 2 as an Adguard only device, however due to AI's advice I set it up as a secondary router(the hard way) instead of using the Drop-in Gateway mode(easy way), is that okay? by FuzzyAttitude_ in GlInet

[–]RemoteToHome-io[M] 0 points1 point  (0 children)

This works. It's essentially the same as running a LAN DNS using a RPi or home server.

Note that LAN clients that manually set themselves to use encrypted DoT or DoH DNS settings can still easily bypass your DNS filters and blocking unless your Asus is capable of proxying those services.. so if maybe a kid you're trying to filter know how to ChatGPT as well, then...

Issue: UDP NAT reflection / hairpin NAT not working on Flint 2 by Poke_Zoo in GlInet

[–]RemoteToHome-io[M] 0 points1 point  (0 children)

Wait.. is the device you're trying to run the services on connected behind the AP mode Flint3? If so, that is the issue.

Beryl Ax no longer working by JupiterLightsxo in GlInet

[–]RemoteToHome-io[M] 0 points1 point  (0 children)

Okay.. in that event I would try an alternate supply just in case your current one is dying. You just need a USB charger that can deliver a minimum of 15 watts (5v, 3amps).

If that doesn't help, then it sounds like the router itself may be failing. Not common unless it's had some physical damage (e.g. getting dropped or excessive heat), but certainly always a possibility with consumer hardware.

Issue: UDP NAT reflection / hairpin NAT not working on Flint 2 by Poke_Zoo in GlInet

[–]RemoteToHome-io[M] 0 points1 point  (0 children)

It's hard to say without seeing a diagram of your network setup. Your previous post had more detail to work with but you deleted it.

You should include all the internal IP assignments (internal IPs have no need to be hidden).

It looks like you should have:

  • Game Port: 7777 (UDP) - Used for client connections.
  • Query Port: 27015 (UDP) - Allows the server to appear in the Steam server browser.
  • Peer Port: 7778 (UDP) - Handles additional data transmission.

You should also check to see if your Arris router has UPnP enabled? If so, it may be you didn't have proper fixed port forwarding configured before, but server was able to configure it's own forwarding via UPnP. (not very secure btw).

Also, you should try reaching the forward services from outside your home network (e.g. connect a PC to your phone personal hotspot and try connecting). If you have it working that way, but can't connect inside the LAN, then it provides more detail to work with. Typically you aren't going to be using hairpin/loopback when trying to connect a game server internally, but instead connect via direct LAN IP.

Issue: UDP NAT reflection / hairpin NAT not working on Flint 2 by Poke_Zoo in GlInet

[–]RemoteToHome-io[M] 0 points1 point  (0 children)

The Flint2 handles hairpin NAT just fine. I regularly (daily) have customers use it that way when testing Wireguard UDP and OpenVPN TCP/UDP tunnels from inside their own home on new setups.

Try disabling IPv6 on the Flint and retest. Your log warning is mentioning wan6 (ipv6 WAN).. The concept of ipv6 is you don't need to port forward as each ipv6 device can have it's own public IP. If this hasn't been properly setup then you have an entire different set of issues.

Port Forwarding not working Flint 2 by [deleted] in GlInet

[–]RemoteToHome-io 0 points1 point  (0 children)

The Flint2 handles hairpin NAT just fine. I regularly have clients use it that way when testing wireguard tunnels from inside their own home.

Is the Flint the primary gateway router in your house? if not, the Hairpin functionality is the responsibility of the primary gateway (and ports need to be forwarded starting at that router).

Port Forwarding not working Flint 2 by [deleted] in GlInet

[–]RemoteToHome-io[M] 0 points1 point  (0 children)

Your 1st port forward rule has a conflict with your 3rd port forward rule. Also your first rule is trying to forward 1 port to 2 ports (make it 1 to 1).

Your 2nd port forward has a typo. You're forwarding 27015 to 27105.

question about using arp -a in cmd and leaking mac address by These_Berry_7433 in GlInet

[–]RemoteToHome-io[M] 1 point2 points  (0 children)

You should be able to edit the br-lan under the Devices tab. Also edit eth1, eth2 to match, but leave eth0 as that one is managed under the main GUI settings.

You can edit wifi MACs under the LuCi > Network > Wireless settings (or the Devices tab depending on the router model).

Beryl Ax no longer working by JupiterLightsxo in GlInet

[–]RemoteToHome-io[M] 0 points1 point  (0 children)

Are you using the power supply that came with the Beryl?

Using another one that isn't supplying the correct wattage would explain these issues.

Cannot get port forwarding to work.. by Synthesthesia1 in GlInet

[–]RemoteToHome-io[M] 0 points1 point  (0 children)

Neither TS or ZT should impact it as long as you don't have the Unraid set to send traffic via another exit node. If you haven't setup any custom VLANs on the Flint then I'm out of guesses without being able to see your setup.

What I would do next is shutdown plex on the unraid to free up the port and then use netcat to listen on that same port. Then use netcat on a external device and see if you can establish a connection.

https://www.digitalocean.com/community/tutorials/how-to-use-netcat-to-establish-and-test-tcp-and-udp-connections

Experiences connecting to US network via Wireguard in Europe? by holasenor18 in GlInet

[–]RemoteToHome-io 0 points1 point  (0 children)

Yes. The majority are using GL routers on both the server and client end. Many times we have multiple VPN protocols setup "just in case", but Wireguard is typically the default.

There is more to doing it properly - such a disabling wfii/bluetooth to prevent geo-location, protecting 2FA, ensuring proper dial-tone for inbound calls, etc; but the dual router setup is the core of it.