Because the PS4 advertises such a small Window, the download server can only send a handful of packets at a time (each packet is 1448 Bytes) before it has to stop and wait for the PS4 to tell it to send more.For the rest of the capture, the PS4 effective window fluctuates between around 3K and 8K but never exceeds 8640 Bytes. ![]() After the handshake has been completed, the Window size on the PS4 has been reduced all the way down to 135 Bytes which gives an effective window of 8640 (135*64).All looking good so far and pretty typical. When looking at the TCP handshake from the PS4 I can see that it’s using an initial Window Size of 8192 (Bytes) and a Scaling Value of 6 (multiply by 64).The PS4 is (at least in some cases) using an incredibly small Receive Window which causes the download servers to have to spend a lot of time waiting, rather than sending more data.ĭuring my testing, I was downloading for a server approximately 22ms away, so as a rough guide, the BDP calculation would indicate that I would need to be advertising a receive window of approximately 540KB in order to fully utilize my available bandwidth.
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