![]() > The game runs on TCP but I am setting up the VPN in UDP, It makes TCP based games (Only works on TCP based games according to their documentation) feel even more responsive. ![]() Mudfish also has a "Fast Connect" option which they describe as: "Making the node act like a proxy server rather than a router, intercepting all incoming traffic going to the destination defined by items (game ports/IPs) and mimics that the node is a destination server itself." Documentation Page Here They use nodes which I believe are just VPS with OpenVPN set up on them. I've also used Mudfish, an almost VPN like program but for game traffic. I've tried using branded VPN's such as PureVPN and VyprVPN, who both have an OpenVPN option and I don't experience this issue. I know the issue is with my configuration of the server and it's clients. Here's an article I found: Article Here I'm kind of poking at the point of using "POSTROUTING" to forward specific port traffic to my eth0, but I'm still confused about the process, as I don't understand how splitting the traffic at the server allows non-game traffic to not go through the VPN - will I have to configure that on the client end somehow? I've done it before using IPTABLES and I tried search some ways to tag and route specific ports/IP's but am fairly lost. I am currently hosting on an Ubuntu 14.04 VPS and using UFW for the firewall rules. My Server and Client config's are as follows: I'm hoping that this is the cause to the issue I mentioned above. I read a lot about how enabling the routing of ALL internet traffic can cause the performance of the VPN to suffer. My goal is to try and configure OpenVPN so it will only forward traffic coming from the game and have all other traffic not go through the VPN and through my normal internet connection. ![]() The actual interval between each attack is equal to my latency, hence why I'm trying to reduce it.* It's almost as if my latency is fluctuating. If I was to press and hold 'forward' and attack, it would (constantly) move forward and attack at an interval between 1 ~ 1.5 seconds. Example: If I stand still and hold down the attack key, it will attack at an interval of 1 second. Almost as if the 'tunnel' is too small and can only fit one command at a time. My issue is that when I input multiple commands in the game (i.e moving and using skills), the second command is always slightly delayed. My goal is similar to that of a Game Tunneling Program (Like WTFast, PingZapper, Battleping, etc.) This helps secure a better route for my game traffic, giving me lower latency. *Player/Client(Perth) -> OpenVPN Server(Singapore) -> Game Server(Taiwan)* I'm currently using OpenVPN to route my traffic through the server and finally to a game server. Hello everyone! This would be my second time posting here.
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