There is already a 16 page thread on this issue with the same title in the games section of the forums but I felt the thread needed to be seen in the support section. This thread was started by Wu Ip Man and all credit goes to him for this post.
Per Wu Ip Man
" Anyone who is experiencing lag in h2a can view the problem in the bandwidth monitoring in your router. All the other halo’s use a consistent upstream bandwidth at ~ 100-200 kilobits. h2a runs clean when using this amount. However, every few seconds is forces a ping spike by demanding 1mb+ from your upstream bandwidth. (This amount of bandwidth is not needed.) This is apparent when green bar is seen when bandwidth usage is at a minimum. These spikes are consistently timed. The bandwidth request is consistently timed. Please observe the links below for more information.
UPDATE:
- This first link is a bandwidth record of an h2a game. There are a few observations to be discussed about this record.-> http://i60.tinypic.com/synpcm.png
- Firstly, notice the peak amount below the graph that is being used on the upstream. Then take a good look at the upstream (darker line)
- If you haven’t noticed by now, the bandwidth usage and pattern of packet sending has NOTHING to do with what is happening in game. You could be standing in a corner or engaging with ten other people. This pattern will always occur just as shown at these exact intervals. This is why you are lagging. But it doesn’t end there. Even the spikes take on a recurring shape. This next link is the shape of the spike that recurs exactly. (With everyone standing in a corner not moving or chaotic battle -> http://i60.tinypic.com/4v696q.png Now Unfortunately, my chromebook is how I viewed this up close and doesn’t have the ability to upload it. Regardless, This shape recurs exactly each spike.- During the low points of this graph, the game works flawlessly. These points also have no relativity to what is happening in game. You could be battling 16 people or sitting in a corner. The low points occur just the same. This is not how the graph should look. Up next is a graph from a h2 classic game and a 64 person BF4 game.- h2 Classic -> http://i59.tinypic.com/9jkrrc.png- As you can see, the graph is completely sporadic. This is exactly how it should look because it is dependent on what is happening in game. You can see the effects of each battle I encountered. You can also see where I stood in a corner and the data usage declined to almost nothing. Once again, take notice of the numbers below. Light blue is upstream bandwidth.- BF4 64 player conquest -> http://i62.tinypic.com/24mz0ah.jpg- Red is upload. Once again, we see the patterns are sporadic because the usage is determined by what is happening in game. Take a look at the numbers and compare. This is 64 players in one game. This is how it should look.- All of this being said. If you are lagging in h2a and have no problems with other games, it’s not you. It should also be noted that I tested on both a dsl and cable connection. Both of which were running dmz and has zero error correction on the line. Prior to recording these graphs stability and capacity tests were run on both. Both ran minimal pings (~ 20 ping to 500 miles away) with 0 to 1 ms jitter. Both lines have an upstream greater than these spikes. Both have 0 Packet loss 100% of the time when tested to multiple servers during the capacity tests. If i have anything more to add at a later time, I will."
This issue has left H2A and H4 unplayable for many, including those that aren’t candidates for high connection speeds due to affordability or because our ISP’s don’t provide those speeds.
I will continue to bump both threads until a solution is found.