MWEB Uncapped Subscribers Feedback

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How do you know this? Do you work @ M-Web network operations? If not then please don't pass around assumptions as facts.

I agree he is correct, I moaned about gaming speeds and was told to upgrade to the "Addict" account if I want to game.... WTF how senseless is that! When I signed on to MWEB, it was advertised as fine for gaming, but it seems to have changed! Well for now my MW2 still works ok for online play, but only since switching to the saix login side.
 
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Someone needs to go read up on what TCP/IP is, its Peer to Peer and yes its shaped which include gaming protocols. Gingerbeer is 100% correct.
 
This is the conundrum that MWEB find themselves in - I do believe setting up these shaping policies is not easy.....again I do not mind a shaped account during the day from 7am to 7pm but surely they can 'open up' after 7pm and close the gates at 7am at least this would give people a definate understanding of when certain types of shaping takes place.
 
Someone needs to go read up on what TCP/IP is, its Peer to Peer and yes its shaped which include gaming protocols. Gingerbeer is 100% correct.

Er, are you being daft or funny, because it's pretty obvious that P2P as is being referenced here is not what you're referring to. If you were correct that would mean all activity is considered P2P, which is not the case.

As for the stipulation that P2P = Gaming according to M-Web, there's absolutely no indication that this is the case other than claims that gaming is lower priority than lets say HTTP traffic. Well yes, it is, but it could still be prioritised higher than P2P. People seem to think that it's a matter of On/Off, High Priority/Low Priority, when in fact there can be very fine grained differences between the two.

As for milomak, I suppose you believe the moon landing was faked and Area 51 houses alien beings as well, since there has been no official confirmation (or more specifically in your case, denial) of those claims.
 
TCP/IP is P2P where HTTP is totally Differant, go look at what Utorrent uses its called TCP/IP exact same thing that a user uses to host a game with and connect to you which you call or refer to as a Peer.
 
TCP/IP is P2P where HTTP is totally Differant, go look at what Utorrent uses its called TCP/IP exact same thing that a user uses to host a game with and connect to you which you call or refer to as a Peer.

TCP/IP is the whole protocol stack. HTTP and BitTorrent and email and so on are all transported over TCP/IP. As is anything on the Internet you use (and a few things your machine handles in the background without you knowing about).

http://en.wikipedia.org/wiki/Internet_Protocol_Suite

http://en.wikipedia.org/wiki/Peer-to-peer
 
Has mweb fixed their DNS issue? Having problems accessing dns based locations.

Hi acidrain


We are busy investigating this and trying to replicate this issue.


Kind Regards
MWEB Operations
 
I'm seriously struggling with some international sites. Is anyone else?

EDIT: It could be the same DNS issue mention above by acidrain.
 
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I'm seriously struggling with some international sites. Is anyone else?

EDIT: It could be the same DNS issue mention above by acidrain.

My issues are sorted now.. but you can test if its DNS. Just run a traceroute on your pc.. if it resolves then it's not dns but then carry on watching the hops to find the break.
 
It's not like mweb couldn't add the ip's for known game servers to get a higher priority than the rest of the p2p traffic, but still lower than http priority. The saix / is / wage game servers for instance would be a good start. Steam servers so it's possible to login to steam during business hours during the week would be nice too.

Right now I have to split my traffic, with my gaming traffic during the day going through a different isp than mweb, in order to have decent gaming.
 
I do agree gaming could be (alot) better. ATM I resort to using things like Battleping to get around it which slashes my international latency in half showing just how good things could be for gaming if it was bumped up a bit on the priorities. That said, things have been this way in SA since the dawn of ADSL. Gaming has always been very low on protocol priorities, way down there with torrents which is why there are local gaming VPNs/proxies. Considering how games are the most time critical applications on the internet, being such low priority is just going to ruin the experience.

From a technical standpoint, there's no reason why it couldn't be done. Popular games use a limited list of ports/IPs that is not difficult to maintain. Game traffic is also very low (10mb per hour/2 hours), far less than that of HTTP/Email, the traffic is a lot more time critical though. Not only that, time spent gaming, is time NOT spent torrenting, so overall monthly usage gets lowered. Basically ISPs can deliver a great gaming experience at little to no cost on their end if they want to. HOWEVER, from a business standpoint it makes sense to keep gaming very low priority as it creates a need for the much more expensive unshaped capped accounts. Nobody uses those accounts for torrents, they are too expensive per gig, they get used for gaming and gamers will pay the price as they need the higher priority before things become usable.

As I said though, its been this way since the dawn of ADSL in SA and almost every ISP is guilty. It would be great to see it rectified on the Mweb uncapped accounts, as that would really make them the ultimate all round accounts, but its unlikely.
 
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It's not like mweb couldn't add the ip's for known game servers to get a higher priority than the rest of the p2p traffic, but still lower than http priority. The saix / is / wage game servers for instance would be a good start. Steam servers so it's possible to login to steam during business hours during the week would be nice too.

Right now I have to split my traffic, with my gaming traffic during the day going through a different isp than mweb, in order to have decent gaming.

Hi pmurgs and other's commenting regarding gaming traffic:

This was discussed at length recently. Gaming traffic is not shaped, however there are some instances where the in game content delivery that takes place, for example downloading of maps and patches etc is flagged as behavioural download - in other words it behaves in a similar fashion to P2P traffic and does not have a specific traffic signature so it gets seen as generic P2P.

For now we have taken a list of the most popular games mentioned here and logged this with the product vendor to request that they look at providing us with updated signatures.
As soon as our currently planned bandwidth upgrade is completed we will also be looking at other ways to improve the situation.
The fact that our IPC network has a single breakout point in JHB also has an impact on the performance of certain local games depending on where you are geographically situated. This is also something that we hope will improve as we expand the network and implement North/South load balancing.

Kind Regards
MWEB Operations (Tech Manager)
 
Hi pmurgs and other's commenting regarding gaming traffic:

This was discussed at length recently. Gaming traffic is not shaped, however there are some instances where the in game content delivery that takes place, for example downloading of maps and patches etc is flagged as behavioural download - in other words it behaves in a similar fashion to P2P traffic and does not have a specific traffic signature so it gets seen as generic P2P.

For now we have taken a list of the most popular games mentioned here and logged this with the product vendor to request that they look at providing us with updated signatures.
As soon as our currently planned bandwidth upgrade is completed we will also be looking at other ways to improve the situation.
The fact that our IPC network has a single breakout point in JHB also has an impact on the performance of certain local games depending on where you are geographically situated. This is also something that we hope will improve as we expand the network and implement North/South load balancing.

Kind Regards
MWEB Operations (Tech Manager)

if this is the case - why are they very high latency's on Mweb Uncapped when playing PS3 online games as opposed to when we use a Web Africa account???

its reached a point where i dont use MWEB for gaming and only use my webafrica account for ps3 gaming..
 
I am currently have a 4MB line with MWEB uncapped.

I am very happy with the streaming, downloading, browsing etc....

BUT

I also play World Of Warcraft(EU) and have pings around 600-700 ms on average. I get about 350ms on my unshaped account.

World Of Warcraft is not bandwidth heavy, so it would be ideal if MWEB could accommodate lower pings, as it is frustrating( and costly ) making use of multiple ISP accounts.
 
+1 for World of Warcraft. I also play EU servers (hosted in Paris) and Mweb gives me 500ms or so. Using the Mweb SAIX realm gives me around 400, and using Battleping gives me 350. I use prepaid bandwith now as I can get 250 with WebAfrica, which is the same as if I use Battleping with them - the only problem is that vent uses up a lot of extra bandwith though. I dont mind vent being shaped, that is not as important as not moving out of fire that you only see half a second after the rest of your guild mates.
 
if this is the case - why are they very high latency's on Mweb Uncapped when playing PS3 online games as opposed to when we use a Web Africa account???

its reached a point where i dont use MWEB for gaming and only use my webafrica account for ps3 gaming..

Because it is shaped. No doubt about it. The answer from the support person is either incorrect or the situation has changed within the week.
 
Aahhh Ginger spews vitriol on another rational discussion where MWEB is providing feedback and informing us of future plans. I am SHOCKED!!! :D
 
Hi pmurgs and other's commenting regarding gaming traffic:

This was discussed at length recently. Gaming traffic is not shaped, however there are some instances where the in game content delivery that takes place, for example downloading of maps and patches etc is flagged as behavioural download - in other words it behaves in a similar fashion to P2P traffic and does not have a specific traffic signature so it gets seen as generic P2P.

For now we have taken a list of the most popular games mentioned here and logged this with the product vendor to request that they look at providing us with updated signatures.
As soon as our currently planned bandwidth upgrade is completed we will also be looking at other ways to improve the situation.
The fact that our IPC network has a single breakout point in JHB also has an impact on the performance of certain local games depending on where you are geographically situated. This is also something that we hope will improve as we expand the network and implement North/South load balancing.

Kind Regards
MWEB Operations (Tech Manager)

Thank you for the reply BUT something is not right. Understandable that patches etc are shaped but most of us are actually talking about in game protocols. A classic example for me is Battlefield Bad Company 2, whenever you limit or cut off the p2p traffic, for example the recent outage, I cannot authenticate my game to the local SGS servers. This would be because , and I'm assuming here, the game actually queries the EA server first for user authentication and then returns a list of servers. Sometimes I can get around this by joining a game from a friend if I'm lucky enough to login but am still unable to browse the servers. This is definitely a issue with Mweb as others who were on different accounts ( WebAfrica, Saix based etc ) had no problems logging in. This is the traffic that most of us are complaining about, not content or patches.
 
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