Изменено (RAIST5150): 5/8/2017 1:14:05 PMI'm on PS4, so don't know how the Xbox settings are laid out. Might sound strange.... but try dropping your console's MTU to 1400 if you have the option. This should rule out any potential fragmentation issues that might be getting triggered somewhere upstream. If game play balances out, then there may be someone clamping down on packet size somewhere along a route. The trick will be in finding the sweet spot to preserve some bandwidth... 1400 isn't a real heavy cut, but it does add a good bit of overhead. 1450-1492 is the more common range for networks not using 1500. On my PS4, 1472 has been the more reliable setting since the Spectrum cutover started. At times I had to drop closer to 1450 and even 1400 in the past when DDoS attacks were running rampant. May want to look for the NAT/Hardware Acceleration setting too. Forget exactly where it was in my Asus (no access to it atm). Want to say it was under LAN/Switch Control. The context help may warn you that having it enabled may impair QoS and such. It can bypass some elements in the protocol stacks that interefere with port forwarding and such, so it should be disabled considering how dependent this game is on port forwarding. Oh yeah... try disabling IPv6 on the router as well. Some ISP's still have some hinky IPv6 DNS, and it always tried a v6 lookup before doing a v4 lookup. There can also be some weirdness in v4/v6 translation as well. Console's tend to be overly sensitive to such hiccups. This game, as well as many other games/services aren't really taking much advantage of v6 just yet, so should be safe to disable it to see if it improves things as well. Afterthought. I have an AC66R. In case you are curious, here is an overview of how I have things setup, mostly a generic v4 config with some tweaks: Router gets WAN config automatically from the ISP. IPv6 and NAT/HW Acceleration is disabled in the router, DHCP is running and MaxMTU is set to auto in the router itself. No manual port forwarding rules are set, and UPnP is enabled, but not running QoS. It is also running the latest stock firmware from Asus as of the end of April (last time I checked...check the last weekend of the month as a routine). The PS4, PS3, DS, Switch, all our phones, laptops, Roku's, printers... pretty much all regularly used devices have there IP's bound in DHCP. Consoles, and the gaming class laptops have their ethernet IP's set statically in their own network settings (Wi-Fi is still using DHCP on the laptops... have a gigabit switch in place to hardwire the printer, media server, and gaming laptops for gaming). The PlayStations are hardwired to the router and have actual DNS servers listed as well (not pointing to the router). They are usually set to either ISP's servers or Google (220.127.116.11, 18.104.22.168), but sometimes look up OpenDNS for testing if I suspect there is an issue with DNS lookups. UPnP is also enabled in the Playstation network settings as well. Network tests are always run after making changes (ps3 may hang in the test with manual mtu set--the purpose of the test is to init the interface so it synchs UPnP and such). Playstations currently have their MTU's manually set to 1472, but I have had to drop them as low as 1400 at times to stabilize connectivity when there was heavy congestion or a lot of DDoS attacks going on in the wild. I started doing this years back when tier 3 support noticed signs of high fragmentation while gaming online. Since then, a common symptom that prompts me to test this is when the PS4/PS3 would get a lot of disconnects with either PSN or patch downloads. I'll drop to 1400 to test, and if conditions improve I test larger numbers until it breaks again, then back off incrementally until it settles. Sucks not being able to hunt it down with a ping command... literally trial and error to find the largest number that works best.
Try running a detailed diagnostic not one of the 2 general options. You are looking for data loss or a high signal latency.