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Title is self-explanatory.
On Cell C it goes at 500KB/s, while iBurst fails even to log-in and downloads are ~1KB/s.
It is identified as P2P, but there are some guys on the forum who can explain how to get the best use out of it.
It is identified as P2P, but there are some guys on the forum who can explain how to get the best use out of it.
Another reason to drop iBurst, making 3rd so far.
Nice service.
Can't blame you, Ronald. For further reference, put notice about AGGRESSIVE shaping on iBurst service. iBurst website has literally no word on any shaping.
But iBurst make claims there is no shaping, so why would there be these p2p issues...![]()
iBurst has always shaped p2p. We don't dick around with mail, web, etc. If we allow unrestricted p2p, the network will die. What happens is not the bandwidth usage but the session usage count being high. The high session count of a single subscriber results in all other subscribers on a tower being impacted with slower speeds due to the spectrum being hogged. Some pigs are more equal than others, as George Orwell used to say.
So if we look at the other guys, they have a high price which in some way prevents high p2p use but does not eliminate it (and they have no scruples in taking your money on even higher out of bundle rates). Alternatively, if you have a low subscriber count on the network it doesn't matter.
So if you meet with 4 mates at a tower on these networks, fire up your P2P apps bidirectional at full speed, the tower dies.
1) Speeds. I need at least 2Mbps, independent of time of day, to stream TV and other high bandwidth applications.Out of interest, what are your reasons.
iBurst has always shaped p2p.
The latency and throughput that you receive on the last mile is not optimal. (There is no shaping)
Only in respect of p2p.We know, just put notice about some serious shaping.
We have 2Mb/s becoming available and have done a number of field trials. We have a good feed from youtube which uses caches on the university network which we access via JINX and CINX. As an example the following movie runs without any noticeable buffering using a UTD at 1 Mb/s.1) Speeds. I need at least 2Mbps, independent of time of day, to stream TV and other high bandwidth applications.
We are moving to full transparency now that we have our own tier 1 links and don't have to rely on za upstreams. Previously, because of the upstreams we used in za being unbalanced this was not possible.2) Proxy. Official rapidshare-like file sites start telling you that you already downloading without any downloading from their sites, so you cannot use our service.
Try your downloads at periods when there are less subscribers on the network.3) P2P. It's too serious on iBurst network, even cannot use paid legal services (Steam).
YesThat far reasons I have got. All iBurst can do, is to use WiMAX, it has more capacity, better speeds and good latency.
What about non-youtube sources? It even fails to load website itself on iBurst, not mentioning to load video or it just time-outs in middle of loading or video sometimes just stops to buffer and never loads (indicator shows that there is no data transfer). Control test with Cell C shown that videos require as much as 1,25-1,5Mbps, ran with no problems.We have 2Mb/s becoming available and have done a number of field trials. We have a good feed from youtube which uses caches on the university network which we access via JINX and CINX. As an example the following movie runs without any noticeable buffering using a UTD at 1 Mb/s.
I tried Steam at 1am. Result: 0-32kbps for an average 4GB game.Try your downloads at periods when there are less subscribers on the network.
I tried Steam at 1am. Result: 0-32kbps for an average 4GB game.
Torrents. Result: 150MB per 24 hours. ETA: 6 weeks for a 6GB file.
In end, iBurst NEVER can be called replacement for ADSL.
I've seen this often onother networks as well, it may be that the site you are downloading from is not interpreting the http headers correctly.2) Proxy. Official rapidshare-like file sites start telling you that you already downloading without any downloading from their sites, so you cannot use our service.
Try a little later.I tried Steam at 1am. Result: 0-32kbps for an average 4GB game.
Torrents. Result: 150MB per 24 hours. ETA: 6 weeks for a 6GB file.
Try a little later.![]()
Dude something is wrong by your side ... i get 3gig per night from 00:00 to 08:00 so on average i drain 80 gig of torrents per month... maybe check your firewall or port settings.
Not sure what you on about with WoW? For WoW I just put it on HTTP Direct and its fine for downloading patches.
Full BS. I tried this with direct connection, it is same. On torrent with 1000 seeders it do 0-8KB/s. Mostly 1KB/s. As control test, Cell C has 100+KB/s. Only possible with side service like downstorm.
I see you didn't read the WoW issues post if that is what you believe the issue was, but thats not important. What is important is that r00igev@@r told me that iBurst doesn't shape traffic in that post and now is saying they always have. He's elegantly avoided it though.
For its report, Allot collected anonymous data from 150 million mobile subscribers worldwide, the company said.
It measured usage in congested nodes by comparing the applications used in the top five percent of nodes by usage versus the average node. While 21 percent of bandwidth was used by P2P applications in the average cell, in the top five percent of users, P2P accounted for 42 percent of bandwidth usage. The report was also able to suggest that just a few P2P users could consume most of the bandwidth. In the nodes accounting for the top five percent of bandwidth usage, the top subscriber tended to consume almost 250 Kbps in P2P bandwidth, the second about half of that, and the third about half again.
"The application breakdown of the average top ten subscribers in the top five percent of cells clearly shows that heavy usage of P2P file sharing by even a few subscribers can cause acute congestion on the cell, negatively impacting the subscriber experience," the report concluded.
"Of course we are in this business trying to sell solutions," Gordon admitted.
But he said that some cellular carrier operators don't understand how congestion occurs in IP networks. "The knowledge needs to catch up," he said.
Not avoiding the issue at all. We don't shape gaming but P2P. P2P sucks golf balls on mobile networks. Finish and klaar!