Firkraag Aug 4 @ 3:20am
PSA: Your ISP might be blocking the ports needed for SSF4:AE on Steam.
For a month that I've been playing I've had so many issues with lag and disconnects, even after opening ports and putting my computer on DMZ. I just assumed it wasn't on my end and that the steam version of SSF4:AE was at fault.

My machine plays this game on 260 fps on max, and my internet connection is a 100mbit fiber one.

Then I found out that even tho I DMZ'd my machine I was actually behind a router on the ISP side, called them and asked them to remove me from their router and give me my own public IP that isn't firewalled by them.

Spent the entire day yesterday playing pretty much lagfree with people from all over Europe.

This might be worth checking out for some of you who has this issue. Basically use a tool like portforward one to see if the ports you opened are ACTUALLY open and not blocked by your ISP still.

Obviously it's still broken because this game is the only one that required me to go to such lengths and it needs fixing, but there actually was a solution that worked. I had less than 1/10 games lagg on me after the fix.
Showing 1-15 of 30 comments
< >
Scrub McGrub Aug 4 @ 6:56am 
Well that explains why online has been working for one group of people while there's another group with laggy online. Of course when I said I don't have crippling lag I just get attacked by angry players... still can't believe that psycho stalked me.

Anyway that's great news that should be relayed to Capcom somehow... if they just go back to the same ports everyone else uses for online games, problem solved.
K a T s t 3 R Aug 4 @ 7:00am 
Capcom will say "not our problem, go sort it out with your isp". And the blame keeps getting passed around with no resolution.
Hunter Aug 4 @ 7:12am 
It really -is- a problem with the ISP though. Capcom can't do anything about it. You can switch ports around and run in to the same problem on different ISP's than the first batch.

I'd already done this with my ISP some time ago. It's really, really nice.
Last edited by Hunter; Aug 4 @ 7:13am
Pecka' Aug 4 @ 7:32am 
Don't get your hopes up kids, check your ports for yourselves sure, but don't think that the naughty naughty ISP is preventing you from having a playable online experience, while capcom did everything right.

Capcom did a botched up ♥♥♥ job with the transition over to steamworks end of story. Unless they patch it properly there's gonna be issues for a lot of people no matter what.
Firkraag Aug 4 @ 7:55am 
It still has to be fixed as I said. ISP blocking ports necessary to run this game isn't something that the player should have to concern themselves with, Capcom should work a way around this like every other game.

I'm just giving an alternative until then which worked for me. :)
Last edited by Firkraag; Aug 4 @ 7:55am
snaut666 Aug 4 @ 8:18am 
Sorry but I don't buy it.
If the ports required to play this game were blocked would you be able to play online at all?

Bad_Conduct Aug 4 @ 8:19am 
A blocked port wouldn't cause it, it would prevent 100% of the communication.
I think you are seeing a correlation, but not causation. It's the Steam host servers that are lagging. When a player with a bad connection joins an endless game, it drags down the whole room. The master servers seems to have sync issues when a few players with bad connections are around.
Firkraag Aug 4 @ 8:41am 
Originally posted by snaut666:
Sorry but I don't buy it.
If the ports required to play this game were blocked would you be able to play online at all?

Originally posted by Bad_Conduct:
A blocked port wouldn't cause it, it would prevent 100% of the communication.
I think you are seeing a correlation, but not causation. It's the Steam host servers that are lagging. When a player with a bad connection joins an endless game, it drags down the whole room. The master servers seems to have sync issues when a few players with bad connections are around.

I have no reason to lie, and also I was able to play when the ports were not open just not as smoothly.
Bad_Conduct Aug 4 @ 9:04am 
Originally posted by Firkraag:
Originally posted by snaut666:
Sorry but I don't buy it.
If the ports required to play this game were blocked would you be able to play online at all?

Originally posted by Bad_Conduct:
A blocked port wouldn't cause it, it would prevent 100% of the communication.
I think you are seeing a correlation, but not causation. It's the Steam host servers that are lagging. When a player with a bad connection joins an endless game, it drags down the whole room. The master servers seems to have sync issues when a few players with bad connections are around.

I have no reason to lie, and also I was able to play when the ports were not open just not as smoothly.

Yes, but I am often able to play. Most days I can. Some days, when the servers are busy, I can't play as well.

I don't think there is any relationship here, sorry. Capcom already aknowledge they are aware of the networking issues and the new patch coming out should deal with it.
Yuns and Roses Aug 4 @ 9:20am 
Originally posted by snaut666:
Sorry but I don't buy it.
If the ports required to play this game were blocked would you be able to play online at all?

tl;dr CG-NAT works, blocks incoming *connections* but not incoming *data*.

Some ISPs do something called "Carrier-grade NAT", what it equates to is having multiple customers using the SAME public IP address. Just like behind a router, all devices in a home will have a private (usually 192.168.x.x) address; all devices behind CG-NAT operate in the same way. Notice that behind a router you are completely firewalled but can still browser the web.

Let's say your machine is 192.168.0.1, and the public IP is 10.0.0.1 (this is a private range too, but ignore that for now). When someone tries to connect to you, they send a packet to 10.0.0.1. The router has no idea which machine it's for, so drops it. On the other hand, when you try to connect to someone else the router can see you making a connection and establishes an IP-Port mapping. Now traffic an flow both ways. So a packet that goes to 10.0.0.1 with a specific port (lets say 80, HTTP port) is looked up, the router knows it should go to 192.168.0.1 and re-writes the packet then forwards it. Not many firewalls will block outbound data (outside of enterprise).

Basically, if you're behind CG-NAT you'll have issues.

Oh also edit: People complain that GFWL wasn't laggy and steam is/etc. It's worth noting that this is NOT the same game. It's a different codebase and the console versions of Ultra (AE2014 is based on that code) are also having the same issues.
Last edited by Yuns and Roses; Aug 4 @ 9:23am
Firkraag Aug 4 @ 9:46am 
That's what I had License, basically shared public IP with what I would assume the rest of the building and that router gave me a private IP like any router would.
Around20Pandas Aug 4 @ 11:39am 
I was actually behind a router on the ISP side, called them and asked them to remove me from their router and give me my own public IP that isn't firewalled by them

What?

Even by your own admission, you still get the same problems as before, so you're clearly confusing correlation with causation, like the other guy said earlier.

Anyone who has played PC version for more than a few hours will have noticed the game freezes at random points, at any time. Whether in the menu, in training mode, offline versus and online ranked - This is not something that buying a new router, changing your DMZ, opening your ports or anything else will fix.

I have no idea why the other guy is talking about cg nat, it just isn't relevant to these problems. The fact that console occasionally has the waiting for player issue also shows it's a fault on the developers' side, and can only be fixed by them.
[FH] Heroxoot Aug 4 @ 11:57am 
This is the only steam matchmaking based game to give me issues, so I doubt this. If it worked for you tho, good ♥♥♥♥.
snaut666 Aug 4 @ 12:21pm 
Originally posted by Dr. Iving License:
Originally posted by snaut666:
Sorry but I don't buy it.
If the ports required to play this game were blocked would you be able to play online at all?

tl;dr CG-NAT works, blocks incoming *connections* but not incoming *data*.

Some ISPs do something called "Carrier-grade NAT", what it equates to is having multiple customers using the SAME public IP address. Just like behind a router, all devices in a home will have a private (usually 192.168.x.x) address; all devices behind CG-NAT operate in the same way. Notice that behind a router you are completely firewalled but can still browser the web.

Let's say your machine is 192.168.0.1, and the public IP is 10.0.0.1 (this is a private range too, but ignore that for now). When someone tries to connect to you, they send a packet to 10.0.0.1. The router has no idea which machine it's for, so drops it. On the other hand, when you try to connect to someone else the router can see you making a connection and establishes an IP-Port mapping. Now traffic an flow both ways. So a packet that goes to 10.0.0.1 with a specific port (lets say 80, HTTP port) is looked up, the router knows it should go to 192.168.0.1 and re-writes the packet then forwards it. Not many firewalls will block outbound data (outside of enterprise).

Basically, if you're behind CG-NAT you'll have issues.

Oh also edit: People complain that GFWL wasn't laggy and steam is/etc. It's worth noting that this is NOT the same game. It's a different codebase and the console versions of Ultra (AE2014 is based on that code) are also having the same issues.

GFWL used ports too.

I have a separate public IP. GFWL was working flawlessly, they updated to Steam and online sucks. I doub't it's anything to do with NAT, internet providers and so on. I think it's all about the new game code that is simply broken.

Advising players to tinker with ther routers is just blowing smoke to shift blame and cover the real issue. Messing with the ports will give no improvement or only result in placebo improvement.

Let's be serious, the game was working perfectly well and now all of the sudden people have broken router settings and their providers are messing up the connection?
Scrub McGrub Aug 4 @ 12:45pm 
You're on to us... we're all secret Capcom agents lying about the online working for us... all smoke and mirrors. In truth Capcom broke the netcode to release Uber Ultra Street Fighter IV 2015 with working netcode and more fantastic costume DLC from Udon.

Guess we can't fool you geniuses....
Showing 1-15 of 30 comments
< >
Per page: 15 30 50
Date Posted: Aug 4 @ 3:20am
Posts: 30