docs(troubleshoot): add network testing with iPerf3 (#2866)

Co-authored-by: ReenigneArcher <42013603+ReenigneArcher@users.noreply.github.com>
This commit is contained in:
Gilles Schintgen
2024-07-17 21:05:37 +02:00
committed by GitHub
parent 1f4e10964f
commit b93756a804
3 changed files with 37 additions and 4 deletions

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@@ -37,6 +37,37 @@ Also, if you have many controllers already directly connected to the host, it mi
Sunshine provided controller (connected to the guest) is the "first" one. In Linux this can be accomplished on USB
devices by finding the device in `/sys/bus/usb/devices/` and writing `0` to the `authorized` file.
Network performance test
------------------------
For real-time game streaming the most important characteristic of the network
path between server and client is not pure bandwidth but rather stability and
consistency (low latency with low variance, minimal or no packet loss).
The network can be tested using the multi-platform tool `iPerf3 <https://iperf.fr>`__.
On the Sunshine host ``iperf3`` is started in server mode:
.. code-block:: bash
iperf3 -s
On the client device iperf3 is asked to perform a 60-second UDP test in reverse
direction (from server to client) at a given bitrate (e.g. 50 Mbps):
.. code-block:: bash
iperf3 -c {HostIpAddress} -t 60 -u -R -b 50M
Watch the output on the client for packet loss and jitter values. Both should be
(very) low. Ideally packet loss remains less than 5% and jitter below 1ms.
For Android clients use `PingMaster <https://play.google.com/store/apps/details?id=com.appplanex.pingmasternetworktools>`__.
For iOS clients use `HE.NET Network Tools <https://apps.apple.com/us/app/he-net-network-tools/id858241710>`__.
If you are testing a remote connection (over the internet) you will need to
forward the port 5201 (TCP and UDP) from your host.
Packet loss (Buffer overrun)
----------------------------
If the host PC (running Sunshine) has a much faster connection to the network