PC GAMING LAG when YouTube is uploading

Because your upload is the limiting factor on most internet connections, not your download. A 512/512 connection would probably give better pings than a 2mb/256 :)
 
G0dfather said:
how come i get so much lag on any online game when i am uploading with youtube? Anyway to stop it?


:D:D


'how come i cant sign into msn when the network is unplugged'


there is a way, router QoS. see if yours can do it :)
 
Uploading when gaming online is an extremely bad idea on most home connections, unless you are using some advanced traffic shaping.

Personally I wouldn't even consider attempting such a thing on anything less than SDSL at the bare minimum.

The reason is that your upload bandwidth gets saturated causing a delay in the sending of gaming packets. Then (if using TCP protocol) there's related issues like ACK packets being delayed as well.
 
Come on guys its not nice to make fun.













(How come my car doesnt go anywhere when the petrol tank is empty!!1)

:p
 
BloodWolf said:
Well that depends, if you're on NTLs crappy 1mb with only 10kb/s upload gonna be a problem there :p unless theyve chanegd the upload speed on 1mb :o

I would have thought you'd get atleast 256k upload on any connection (about 23 kb/s).
 
BloodWolf said:

Some routers have 'quality of service' feature which basically prioritizes upload bandwidth to certain ports, computers, etc of your choosing. So you'll need to go into your router settings, see if it has a QoS feature (most do), find the ports your game uses and set those to high priority.

I tried this on my WRT54G for BF2, because I share my internet connection with family members and it worked wonders.
 
Craig321 said:
Try limiting your browser (which will limit the YouTube upload) to about 5kb/s upload with this: http://www.netlimiter.com/download.php

It'll take a lot longer to upload the video, but you won't lag ingame anymore.

Even that can cause a bit of lag since the problem with most win32 limiters (I have used netlimiter btw) is that they don't 'smoothly' limit the data transfer. It's like, you are averaging only 5k/sec, but that's not split up into like 5 bytes every millisecond, it's probably going to be 5k uploaded in say 100ms and then the connection sits idle for 900ms. So you still get lag 10% of the time.

Or in other words, most win32 limiters limit 'discretely' rather than 'continuously'... it's kinda like this:

. . . . 5k . . . . . . . . . 5k . . . . . . . . . 5k . . . . . . . . . 5k . . .

instead of

0.5k 0.5k 0.5k 0.5k 0.5k 0.5k 0.5k 0.5k 0.5k 0.5k 0.5k 0.5k 0.5k 0.5k 0.5k etc
 
When you download or play games which receive packets of information you have to acknowledge you have received those packets.

So in order to download you must be able to upload a small amount also.

If you dont acknowledge you have received then you wont be sent anymore till you do so, hence your lag.

Its not a stupid question really just make sure you leave some upload bandwidth
in order that you can do so. It wont be perfect still but definitely better
 
silversurfer said:
When you download or play games which receive packets of information you have to acknowledge you have received those packets.

So in order to download you must be able to upload a small amount also.

If you dont acknowledge you have received then you wont be sent anymore till you do so, hence your lag.

Its not a stupid question really just make sure you leave some upload bandwidth
in order that you can do so. It wont be perfect still but definitely better

PC GAMING LAG when YouTube is uploading

He isnt downloading :p
 
Acknowledgement packets probably aren't the problem here though. Most games use UDP which doesn't require ACK packets (which is one reason why packetloss is much more noticeable in games) - servers will send out a continuous stream of data to the client without waiting for acks.

The problem is that you have to send data to the server i.e. all inputs from the user, and this has to be done maybe 100 times per second, depending on the game. So in that 10ms window there needs to be enough bandwidth to send the gaming packet to the server without it getting delayed.

Lets say your connection has ~30k/sec upload. That means that it can send around 300 bytes every 10ms. Lets say for the sake or argument your gaming packet is 100 bytes in size. That means that if some other application is uploading more than 200 bytes during that 10ms window, without some kind of traffic shaping / QoS, your gaming packet could potentially be delayed.

Essentially this 'window' philosophy I've just outlined is one reason why basic speed limits on bandwidth don't work perfectly, because generally speaking their resolution is too high - they don't split the allowed upload amount up into enough small pieces. So for a 5k/sec limit you might get 0.5k sent every 100ms instead of 0.05k every 10ms or whatever.
 
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