Steam not working on iBurst.

Jagtiger

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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.

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.
 
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Here are some tips and tricks I've figured out.

Steam Login not working: Turn off ALL other p2p applications, you are limited by connections and new steam connections are killed.

Steam taking long to log in: The main reason for this is that steam has updated a) itself b) one of valves games. For some reason it feels it has to download over 30MB before letting you log in.

Slow downloads: This is a tough one, you'll find that even with max signal strength you're getting below 10KB/s ... Haven't figured how to get around this one yet.

Slow game startup: Cloud is the main p2p issue there, turn off the cloud to get quicker game start times.

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.

But iBurst make claims there is no shaping, so why would there be these p2p issues... :whistle:
 
But iBurst make claims there is no shaping, so why would there be these p2p issues... :whistle:

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.
 
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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.

We know, just put notice about some serious shaping.

Out of interest, what are your reasons.
1) Speeds. I need at least 2Mbps, independent of time of day, to stream TV and other high bandwidth applications.
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.
3) P2P. It's too serious on iBurst network, even cannot use paid legal services (Steam).

That far reasons I have got. All iBurst can do, is to use WiMAX, it has more capacity, better speeds and good latency.
 
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Not sure what you on about with WoW? For WoW I just put it on HTTP Direct and its fine for downloading patches.

I been on iBurst for 4 years and always know they shaped p2p. This news too you?
 
Also most game or application do have options to switch between p2p streaming and http direct streaming, so if you can find the later it will work best for you.
 
We know, just put notice about some serious shaping.
Only in respect of p2p.
1) Speeds. I need at least 2Mbps, independent of time of day, to stream TV and other high bandwidth applications.
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.
[video=youtube;XrhDaAmn5Uw]http://www.youtube.com/watch?v=XrhDaAmn5Uw[/video]
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.
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.
3) P2P. It's too serious on iBurst network, even cannot use paid legal services (Steam).
Try your downloads at periods when there are less subscribers on the network.
That far reasons I have got. All iBurst can do, is to use WiMAX, it has more capacity, better speeds and good latency.
Yes
 
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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.
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.

Also I tried this: http://www.isports-tv.com/soccerpg.html. Result: Loaded website, selected channel, video app loaded, and... it stuck with "Loading Broadcast" and indicator showing no data transfer. If you talking about shaping due to "P2P identification" and if most TV/radio/music channels work that way, then iBurst is 100% useless for that.

How much will new modem cost? R2000 or R3000 or R4000? This will not make difference for P2P applications.

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 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.

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.
 
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.
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.
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.

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.
 
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Not sure what you on about with WoW? For WoW I just put it on HTTP Direct and its fine for downloading patches.

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.
 
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.

My steam used to download about 2GB a night, it was pretty good. But then suddenly it dropped to about 200MB a night (much like what you were saying). After some monitoring I noticed that iBurst somehow drops the connections after a while and steam "loses sight" of servers. I think the blame was shifted to WA local servers, so I turned it international and got the same poor downloads. I don't think I've actively done anything to resolve this. Your best option is to make sure no other p2p apps are running and turn off cloud.

I did eventually download from work [direct line to IS so 600KB/s for me! :D ] - I haven't tried to download with steam on iburst since actually. I did do a L4D2 update and it went at about 20KB/s, not really ideal for a 94% signal strength...

If you can get another connection to download it for you, there is a better way to restore those games to your PC [with only like a 1MB download unlike steam backup which is a huge download afterward].
 
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.

Not avoiding the issue at all. We don't shape gaming but P2P. P2P sucks golf balls on mobile networks. Finish and klaar!

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.
 
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