Actually I don't care what it is, I only need to know how to avoid it.
What's the point of having a fast connection when my route goes through several nodes (SEVEN of them!) of these guys, each giving me a pathetic 200 ms (or worse).
Anyone else has this problem? And, even better, a solution? Thanks!
what is teleglobe.net ?
what is teleglobe.net ?
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Re: what is teleglobe.net ?
Please Mods move this to the technical support Forum 
Sorry, I´m no techy so I can´t give you a sollution.
Good Luck,
Acridiel

Sorry, I´m no techy so I can´t give you a sollution.
Good Luck,
Acridiel
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Re: what is teleglobe.net ?
Maybe u should volunteer for being Mod 

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Re: what is teleglobe.net ?
Acrideil for CSR!tr808 wrote:Maybe u should volunteer for being Mod![]()
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Re: what is teleglobe.net ?
Sounds to me exactly like the kind of data GF have been asking for heremotan wrote:What's the point of having a fast connection when my route goes through several nodes (SEVEN of them!) of these guys, each giving me a pathetic 200 ms (or worse).
http://forums.ryzom.com/forum/showpost. ... stcount=26
My route from UK goes through 6 teleglobe addresses but rarely gets above 32 ms. If you are getting 200 ms and its coinciding with connection problems in the game then i suggest you save you traces and send then in so GF have more data.
If there is network issues between US and Germany as there appeared to be last night when I was playing then the only way they can narrow it down is with users traces since from their end they wont be seeing the problem.
I know one of the new CSRs based in the US managed to get a trace last night when there was problems. Hopefully data like this can help narrow down the problem, if its somewhere on teleglobe which appears to be GF's isp then they should be able to get them to improve it.
Re: what is teleglobe.net ?
teleglobe.net is not GameForge IIRC. Teleglobe helps provide a majority of transatlantic internet connections... Which means that most US players could be experiencing lag because of Teleglobe, not GF.
I too would like to know how to get around this crappy ISP. Hopefully someone will send a link to this thread to someone who works there to get their act together.
I too would like to know how to get around this crappy ISP. Hopefully someone will send a link to this thread to someone who works there to get their act together.

Re: what is teleglobe.net ?
OK so I've done the traces, now what do I do with the data?
The culprit seems to be the connection just before GF's
8 186 ms 181 ms 182 ms 180 ms ge1-1-1000M.ar3.FRA3.gblx.net [67.17.94.33]
I've rebooted my router, reset the ports to be absolutely sure that nothing on my end is clogging the system.
Always comes back to the same IP address, just before GF's.
The culprit seems to be the connection just before GF's
8 186 ms 181 ms 182 ms 180 ms ge1-1-1000M.ar3.FRA3.gblx.net [67.17.94.33]
I've rebooted my router, reset the ports to be absolutely sure that nothing on my end is clogging the system.
Always comes back to the same IP address, just before GF's.
Re: what is teleglobe.net ?
If you've checked the ports, rebooted your router, disabled firewalls and double checked to make sure the issue is not on your end, do a traceroute. If, it is something with your network jump, as such as a problem as Stcrow, gather the data and send a PM to Phelan on the forums. He is gathering information about it, and hopefully something can be done in the near future.
Please include as much information as possible, such as your country, province, time spikes happen, how frequent, your ISP, etc. Anything you believe can help will.
If you are unsure about anything, please feel free to drop support-ee@ryzom.com a line and we'll be glad to help you sort through things.
Thank you, and sorry for the inconvenience.
Please include as much information as possible, such as your country, province, time spikes happen, how frequent, your ISP, etc. Anything you believe can help will.
If you are unsure about anything, please feel free to drop support-ee@ryzom.com a line and we'll be glad to help you sort through things.
Thank you, and sorry for the inconvenience.
Re: what is teleglobe.net ?
The first hop in the traceroute giving significant increase in the pingtime is the culprit, the router in question might be either overcrowded or the in the process of breaking. Usually it's just best to try sending traceroutes to your ISP or the game companies and hoping they can sort the routing problems with certain trunk operators, but if you insist on knowing, continue reading...motan wrote:Actually I don't care what it is, I only need to know how to avoid it.
What's the point of having a fast connection when my route goes through several nodes (SEVEN of them!) of these guys, each giving me a pathetic 200 ms (or worse).
Anyone else has this problem? And, even better, a solution? Thanks!
Internet and the whole TCP/IP family of protocols is based on dynamic routing of packets and thus the optimal routing seen by the routers between you and the game servers can be quite bad at times. Remember that the bandwidth sold to you by your ISP is quaranteed ONLY between you and the ISP, all the bandwidth in national and international trunk networks are shared between the internet users having their traffic routed that way. When the Internet was first conceived the US ministry of defense wanted a network and a protocol set that could keep the network working even after several simultaneous nuclear strikes without any operator/user interaction.
Theoretically one can use either hardwired routing or route suggestions with IP family of protocols as well as primitive hinting (smallest number of hops, fastest connection etc.) but for several reasons using hinting and hardwired routes is not usually viable due the dynamic nature of internet.
For these tricks you need a tool that can change the packets heading outside of the system based on the destination IP address and a robust TCP/IP stack which for starters exclude almost all OS'es out there (including certain toy UNIX clone). Then you need to have a friend who has decent connection to the game AND you need a decent connection to that friend of yours. Then you do a traceroute to that friend and (s)he does a traceroute to the game server. After getting this routing info you need to craft the route based on the traces (hoping the traces coincide at some point otherwise it's bit hard to handcraft the routing). Basically this means that you need to change the IP header of every IP packet heading towards certain direction to include the hardwired route of yours.
After done all this hassle you should be all set, *but*
a) routers don't need actually honour the requests done in IP headers (And I'm almost certain they either bounce the whole traffic that tries to use user routing at global trunks)
b) some backbone operators can outright deny packetflow to their routers from certain ISP's/trunk operators
c) router IP's can change causing all kinds of fun surprises for your overall internet connectivity.
So, answer is that theoretically and according the protocol specs it can be done, but handcrafting the routing is not practically viable.
Re: what is teleglobe.net ?
Well..
I am using some normal DSL in Paris at the moment. traces to google, ea, and microsoft.com take me about 500-600ms. I would not say that those servers are in bad datacenters.
We have changed something on our routes, but most of the traces I got where either fine or messed up within the first couple of hops.
The hop over the ocean takes around 80-100 ms, there is physically no way to avoid it, and it must have been the same with jolt. I don't think that the network is the issue here, but keep sending me traces and any information you have (time, what you did ingame.. anything that helps).
I had one guy from Romania with a ping of 50ms having problems..
phelan
I am using some normal DSL in Paris at the moment. traces to google, ea, and microsoft.com take me about 500-600ms. I would not say that those servers are in bad datacenters.
We have changed something on our routes, but most of the traces I got where either fine or messed up within the first couple of hops.
The hop over the ocean takes around 80-100 ms, there is physically no way to avoid it, and it must have been the same with jolt. I don't think that the network is the issue here, but keep sending me traces and any information you have (time, what you did ingame.. anything that helps).
I had one guy from Romania with a ping of 50ms having problems..
phelan