Help and Support Forums => Technical Support => Topic started by: steely07 on January 30, 2026, 08:00:04 PM
Title: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on January 30, 2026, 08:00:04 PM
My last post on this, I’ve sent some info to HT, hopefully he’s amenable to taking a look :) I’ve been digging more into it over the last couple of days, I just want to share what I’ve found, and it’ll be the last you hear from me on the subject. Full disclosure, I did use some AI to write the python scripts, as I can’t coad my way out of a paper bag.
I kept going with this, as I suddenly remembered that last event I flew in SEA2, I’d mentioned to the Squad that I’d not seen any stutter, which led to the below.
TL;DR - What I did to gather this info
I used wireshark to capture 30 mins of network traffic in the MA and in SEA2 using DX11 I used wireshark to capture 30 mins of network traffic in the MA using DX9 I used a capture filter in wireshark so I only captured Aces traffic:
ip.addr == 47.190.119.209 || ip.addr == 47.190.119.207 || ip.addr ==192.168.188.35 for MA
ip.addr == 47.190.119.206 || ip.addr ==192.168.188.35 for SEA2
47.190.119.207 – GS5.hitechcreations.com (MA and SEA1)
47.190.119.209 – dlrobin.hitechcreations.com (I’m guessing from the DNS name maps, skins etc)
47.190.119.206 – GS4.hitechcreations.com (SEA2)
192.168.188.35 – My machine
Look, a graph!
Here's what the network traffic looks like, captured directly from wireshark PCAPNG files and graphed: (https://iili.io/fLkZhga.png)
What you're seeing: Top graph (Main Arena - RED - DX11, most used port 5133): Clear dips in packet arrival rate at 10, 20, and 30 minutes Middle graph (Main Arena - BLUE - DX9, most used port 5203): Smooth packet flow throughout, no dips at those times (there is one dip, but that was me alt-tabbing) Bottom graph (Special Events 2 - GREEN - DX11, most used port 9005): Smooth packet flow throughout, no dips at those times The dips represent moments when packets are delayed/spaced out more than normal, causing the freeze.
Biggest finding from this, DX9 does indeed not suffer from stutter, while it does connect to the same IP address for the MA (of course) it uses a different port to do so, the port that the DX11 exe uses is treated differently (in the firewall/proxy/load balancer/WAF) than the DX9 port is!
Why I reckon There's Infrastructure in Front of the MA Some folks have questioned whether there's actually something between us and the Main Arena servers. Here's what I think is the proof: Public Port Scans (Shodan) Main Arena - 47.190.119.207 – GS5.hitechcreations.com: · Only 2 ports publicly accessible: 21, 3306 · (https://iili.io/fLewJzN.jpg) Special Events 2 - 47.190.119.206 – GS4.hitechcreations.com (SEA2): · Many ports publicly accessible: 21, 2222, 3005, 3006, 3200 and more · (https://iili.io/fLewdXI.jpg) Actual Ports Used (from PCAP analysis) Main Arena (DX11) uses: · Port 5133: 14,568 packets (99.5% of traffic) · Port 5110: 62 packets · Port 3004: 8 packets (SQL, perhaps for login auth) Main Arena (DX9) uses: · Port 5203: 14,568 packets (99.5% of traffic) · Port 5110: 62 packets · Port 3004: 8 packets (SQL, perhaps for login auth) Special Events (DX11) uses: · Port 9005: 14,227 packets (99.5% of traffic) · Port 9000: 60 packets · Port 3004: 3 packets (SQL, perhaps for login auth) (https://iili.io/fLkZEzB.png)
Again, the DX11 and DX9 ports are treated differently, even though they connect to the same MA IP address!
Load balancer/firewall/proxy/WAF supposition:
The majority of the Main Arena's game traffic goes to port 5133 (when using DX11), which is NOT publicly accessible according to port scans. This means there's network infrastructure (load balancer, proxy, or firewall) sitting in front of the actual game server that's handling the traffic. Special Events 2 has a different architecture - more ports are directly accessible, and it doesn't exhibit the same timeout behavior. (SEA1 is on .207, same as MA, and also has stutter)
The Network Pattern Breakdown Normal Operation (most of the time): · Packets arrive every ~125ms · Steady rate of 8 packets/second · Smooth gameplay At the 10-Minute Mark: · Load balancer/firewall/proxy/WAF UDP timeout occurs · Connection briefly stalls during reconnection · Packets get spaced out (150-200ms instead of 125ms) · Packet rate drops below normal (the dips in the graph) · This is the microstutter After the Stall: · Connection re-establishes · Buffered packets arrive in rapid bursts (multiple within 1-10ms) · Game client processes burst · Additional micro-stutter from burst processing
Why Special Events 2 Doesn't Have This Issue The port accessibility differences and the absence of the 10-minute pattern in Special Events suggest: 1. Special Events 2 has direct server access (no load balancer timeout) 2. Different network architecture/configuration? This is why flights in Special Events 2 feel smooth while Main Arena (and SEA1) when using DX11 has the recurring freeze.
What Can Be Done? The fix should be straightforward for HiTech:
Compare configuration for port 5133 (DX11) to configuration for port 5203 (DX9) on the MA server, 47.190.119.207, port 5203 does not have any stutter
Methodology Note This analysis was performed using: · Wireshark/tshark for packet capture · Statistical analysis of packet timing at microsecond resolution · Port scanning (Shodan/nmap) to identify network architecture All data and graphs are from actual packet captures, not speculation or subjective observation, I did however sit and watch netstatus for the whole 30 mins while doing the packet recordings, I saw the spike at 10 min intervals in the MA, totally flat netstatus in SEA2
Conclusion The 10-minute freeze is real, measurable, and caused by network infrastructure configuration. The good news is that it's fixable with a simple timeout adjustment. The data clearly shows the difference between Main Arena when using DX11 and DX9 and Special Events 2 using DX11 (smooth). I hope this helps the community understand what's happening and provides HiTech with the technical details needed to resolve the issue. Happy to answer any questions about the methodology or findings! Salute! Steely
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on January 30, 2026, 11:41:53 PM
Just replying as I forgot to resize the first graph so you can see all 3 spikes, and I can't edit orig post anymore
(https://iili.io/fLr5SZF.png)
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on January 31, 2026, 04:57:22 AM
That’s some good stuff.
I had a feeling that spike was buffered/backup packets bursting in.
Lets assume this is correct.
Streamline tweaks/fixes could just be alleviating the burst as a bandaid.
Maybe once per night or two I notice a fast glitch, but the map is usually open. I doubt players will close it because the current icon dar is too convenient to close.
Another point, this would not explain why so many other games have the problem. So right now, local settings has yielded results.
We would never know if this is right if the change was not made to A & B a comparison.
The sad part is, even if we have it figured out, we been waiting 4-5 months for new maps to be approved. Because of a pattern, my doubts are growing about it being changed/fixed. It’s impossible to defend.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: hazmatt on January 31, 2026, 06:51:20 AM
Wow. Very nice sleuthing there Mr. Holmes. It looks like you've gotten it figured out. Hope it gets fixed.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Shane on January 31, 2026, 12:41:20 PM
Great work!
I noticed the issue popped up around the time HTC switched over to Frontier and always felt it was related to traffic, not our cpu/gpus. That's when I also remarked on the regular intervals in the spiking ~10mins
Hope it gets resolved.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on January 31, 2026, 01:55:34 PM
I noticed the issue popped up around the time HTC switched over to Frontier and always felt it was related to traffic, not our cpu/gpus. That's when I also remarked on the regular intervals in the spiking ~10mins
Hope it gets resolved.
Yes you did.
But, we didn’t have enough info to tie it in as a fact.
Again, many did have them before Frontier, I did. But if same settings were used >shrug>
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on January 31, 2026, 02:42:24 PM
Derp, I've mislabeled the "ports" chart, those are UDP ports of course.
Fix should be as easy as logging into whatever device is in front of the MA server, and finding where the firewall rule/load balance config is for port 5203 (DX9 traffic) and copying it over to the config for port 5133 (DX11), I'd bet a bottle of the good stuff there's a 600 second value in the 5133 config that should be removed/commented out and the issue would be solved.
I haven't had a reply to my email to HT though, I hope he sees this!
Also, on the point that other games have this, I don't disagree, however I think that's more confirmation bias, as (at least for me) when looking into it as an actual NVIDIA/DirectX issue, I naturally googled something like "NVIDIA and DX11 10 min game stutter", and of course there's a lot of results, making you think it's more common, as google is only showing you results where there IS stutter, I play a lot of other games on my AH machine, all of which use my NVIDIA card and DX11 or 12, and none of them have a consistent 10 min stutter, of course I drop frames here and there when I see a lot of action on screen, but I'm only using a 3080, and as my machine is mostly spinning drives, not NVME, I expect that to happen, Aces is different, it is on a NVME, and previously I'd maxed all graphic settings out on a 2080, and even before that on a 1080 with no issues.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Vulcan on January 31, 2026, 04:00:24 PM
A few corrections for you.
A WAF will only support TCP traffic, and most usually only support HTTP/HTTPS protocols.
HTC will need to confirm but I don't think they do any load balancing, servers are mapped 1:1 to IPs.
You can bind multiple ports on a single IP/server. So the different UDP ports is probably a red herring.
My observations: - You are attributing the issue to HTC. But others (lots of others) are not having the same issue. - If it was an HTC infrastructure issue then EVERYONE would have this issue. - This would indicate the issue lies beyond HTC, either your setup or your ISP, or the client code itself (the AH DX11 game code)
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Shane on January 31, 2026, 06:07:13 PM
But, we didn’t have enough info to tie it in as a fact.
Again, many did have them before Frontier, I did. But if same settings were used >shrug>
Well, tbh, none of what Dadtallica fit my experience - his was more due to computer/card issues. I never had those. My experience occurred right around the time the ISP swap was made (which speaks to port traffic, right?) This eliminated multiple issues, traffic/computer applying to me - narrowed it down to traffic; none of your gfx tweaks, or any of my own touched it. I'm not savvy or motivated enough now to take deeper dives like some of you, but I know what I see/experience (don't get me started on lagbois, lol.)
So, this port thing just might be it for many of us, and I'm hoping so and it gets resolved. But, reading Vulcan's post, it may still point to some issue at Frontier.
Maybe some of Dad's or your other tweaks help with stutter issues others experience, the most common seeming to relate with custom skins loading at vis range.
I'm hoping one of your tweaks removes the shoreline jaggys (antialiasing issue.)
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Shane on January 31, 2026, 06:10:36 PM
A WAF will only support TCP traffic, and most usually only support HTTP/HTTPS protocols.
HTC will need to confirm but I don't think they do any load balancing, servers are mapped 1:1 to IPs.
You can bind multiple ports on a single IP/server. So the different UDP ports is probably a red herring.
My observations: - You are attributing the issue to HTC. But others (lots of others) are not having the same issue. - If it was an HTC infrastructure issue then EVERYONE would have this issue. - This would indicate the issue lies beyond HTC, either your setup or your ISP, or the client code itself (the AH DX11 game code)
The thing is, the reporting on regular, timed stutters picked up pace after the Frontier swap... what do you think might be happening on that end? Why is it so regular?
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on January 31, 2026, 06:47:38 PM
Look, I don't want this to devolve into an argument (and it hasn't so far), but I would like it fixed!
We know, from player reports, while a number of folks aren't having the issue (although my suspicion is they are, they're just not seeing it), a number are, enough to start 4 or 5 threads here on the issue, if this was something in a corporation I'm supporting (or you Vulcan), that's enough to make me say, "well let me see if I can replicate it"
That's simple, and will only take 10 mins, as I previously mentioned :
Log into MA using DX11 exe When you appear at a base, open netstatus, (right click clipboard, choose net status) and start a timer (or note the time) You (If the 10 min theory is correct) will see a spike in netstatus at the 10 min mark plus or minus 30 secs
I'm satisfied I can replicate it on 2 different machines I have here, and have done a large number of times, I even noticed it in MDStampf's latest vid : https://youtu.be/xOIHRvwATfo?t=447 about 3 or 4 secs after this timestamp
I implore anyone who doesn't think it's happening to do this, and let us know, I trust you, no need for a screenshot or anything,
Troubleshooting by just stating why you reckon it's not one thing or another isn't helping anything, Vulcan I've seen your posts over the years, and have no doubt you have the skills you've mentioned, you've been very helpful with people having technical probs in the past, I'm not sure why you're so against investigating this one, your help would be valuable!
That said, there is some resistance to replicating the issue, I asked my Squad to do this test on our Facebook group, not one of them bothered hehe
Shane, I know you're a supporter of the theory, you might have been one of the first to mention the 10 min timing, if you've got a spare 12 mins, grab a screenshot of your netstatus showing the spike, that'd get us further away from it just being my systems / in Australia etc etc.
Lets keep gathering evidence that's repeatable, and not just post about why it's probably other stuff, or not actually happening, there's enough word of mouth "evidence" to keep digging at least
Last question, I'd like to hear a theory from the doubters about why DX11 version is perfectly fine in SEA2, on the same machine that has a replicatable issue in the MA on DX11 exe?
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on January 31, 2026, 07:03:14 PM
Well, there are a lot of variables here on both concepts. Basically Dad's approach is in fact a streamline approach. Kinda like taking kinks out of a garden hose so the stream flows smoother. And the ones I derived from that are also good just gaming tweaks, whether you have stutters or not. I don't want to turn off Hardware Acceleration.
Also, I think there are more than one glitches or stutters happening and the answer to one may not be the answer to another, but fooling us to think it's the same one. These tweaks can also just be making an issue to digest easier and just less noticeable, if at all. Doesn't mean it actually ceased the issue completely. That said, my 10 min stutters are unnoticeable after making the 3 of 4, I assume gone.
Also, the connection has changed to Frontier. I've seen other ping issues with them besides what Steely describes. At times I have tracert the IP and it is smooth until it hits TX and then times-out and coughs blood, yet the game plays. Then you have did any settings change?
Where researching with no answers from HTC.
I do have a glitch I see about once per night, and first instinct "did that just skip a few frames?" And when I read Steely's stuff it kinda does make sense, yet it's not every 10 min for me. So that makes me scratch my head.
IMO, in short, both concepts can be true, yet not tackling the same exact issue.
Quote
I'm hoping one of your tweaks removes the shoreline jaggys (antialiasing issue.)
While it works on my machine, I have other tweaks set that they may be working in unison. So try it out. If it's still jaggy then look at my Nvidia tweak page, if that's what you have. On my end AH tends to handle it very well. I see a tiny little bit, like a scratch on the tower on take off, but nothing like prior. For whatever reason, I'm not looking that deep, AH does it better on it's own.
What's happening is a 3D environment is being projected onto a flat 2D screen. When things move pixels have issues adjusting perfectly. The trees will have a glitter effect, that's the leaves, and some lines will have jaggies.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Dadtallica on January 31, 2026, 08:05:36 PM
As I stated many times, my fix was specific to my system and hardware environment. Still getting the occasional stutter just nowhere near as frequent or lengthy. I do plan to continue working on it here and there.
I think the most solid answer is going to be. It’s going to be a specific set of circumstances for everyone, even if some of those circumstances are the same for some, but not others. Most likely there is a random set of settings for machine specific to its set up and environment that will eliminate or reduce greatly the stutters. You just have to find it. Luckily, we have AI to help.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Shane on January 31, 2026, 08:10:31 PM
Look, I don't want this to devolve into an argument (and it hasn't so far), but I would like it fixed!
We know, from player reports, while a number of folks aren't having the issue (although my suspicion is they are, they're just not seeing it), a number are, enough to start 4 or 5 threads here on the issue, if this was something in a corporation I'm supporting (or you Vulcan), that's enough to make me say, "well let me see if I can replicate it"
That's simple, and will only take 10 mins, as I previously mentioned :
Log into MA using DX11 exe When you appear at a base, open netstatus, (right click clipboard, choose net status) and start a timer (or note the time) You (If the 10 min theory is correct) will see a spike in netstatus at the 10 min mark plus or minus 30 secs
I'm satisfied I can replicate it on 2 different machines I have here, and have done a large number of times, I even noticed it in MDStampf's latest vid : https://youtu.be/xOIHRvwATfo?t=447 about 3 or 4 secs after this timestamp
I implore anyone who doesn't think it's happening to do this, and let us know, I trust you, no need for a screenshot or anything,
Troubleshooting by just stating why you reckon it's not one thing or another isn't helping anything, Vulcan I've seen your posts over the years, and have no doubt you have the skills you've mentioned, you've been very helpful with people having technical probs in the past, I'm not sure why you're so against investigating this one, your help would be valuable!
That said, there is some resistance to replicating the issue, I asked my Squad to do this test on our Facebook group, not one of them bothered hehe
Shane, I know you're a supporter of the theory, you might have been one of the first to mention the 10 min timing, if you've got a spare 12 mins, grab a screenshot of your netstatus showing the spike, that'd get us further away from it just being my systems / in Australia etc etc.
Lets keep gathering evidence that's repeatable, and not just post about why it's probably other stuff, or not actually happening, there's enough word of mouth "evidence" to keep digging at least
Last question, I'd like to hear a theory from the doubters about why DX11 version is perfectly fine in SEA2, on the same machine that has a replicatable issue in the MA on DX11 exe?
First-ish remark about it in a sort of unrelated thread, lol... screen shots there.
I'll be happy to start taking more current screenshots and might even find additional older ones I didn't post. An additional causation might be evidenced if it's traceable to the timing of the Frontier switch (May 2024) when I first noticed it and formally posted it was happening on a cyclic basis in early June. Also, for a while, many were having general connectivity issues with Frontier, unrelated to the microwarps, which might have started after a "fix" was applied to the general connectivity issue around late May, early June iirc.
Another thing is I've only noticed in flight - might have tracked it in tower a few times, but don't hold me to it... same for gv... maybe it's just less noticeable because the background scenery isn't updating as fast.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Vulcan on January 31, 2026, 08:29:15 PM
The thing is, the reporting on regular, timed stutters picked up pace after the Frontier swap... what do you think might be happening on that end? Why is it so regular?
If you change ISPs you don't typically change your equipment. Unless you have something to suggest that at the time HTC changed their route/firewall/switches as well as ISP.
It gets back to my previous comment about how their ISP and your ISP do peering, and the problem with peering is you can please most of the people all the time, but not all the people all the time.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Vulcan on January 31, 2026, 08:43:06 PM
Also, the connection has changed to Frontier. I've seen other ping issues with them besides what Steely describes. At times I have tracert the IP and it is smooth until it hits TX and then times-out and coughs blood, yet the game plays. Then you have did any settings change?
See this is another problem. A ping is a pretty basic connectivity check. But it is not a truth.
Now first off I am not saying your pings are invalid. I just want to help people understand what a ping really is.
Ping operates on the ICMP protocol. HTTP (web) operates on the TCP protocol. AH operates mostly on the UDP protocol.
When you ping an HTC server the process that responds is complete different to the process that manages the game UDP connectivity.
A traceroute is basically pinging each hop in the route. Now here's where it gets interesting: - ping/icmp responses are not required to run an HTTP/web server, or even a UDP game - same goes for routers, they are not required to respond to ping/icmp packets (kinda) - the process that responds to ICMP (pings and traceroutes) can often be give very low processor priority AND low network priority. Some routers will drop pings if they are under load but will not drop TCP or UDP packets. - so sometimes you see packet loss or delays in a traceroute but there is no impact/problems on tcp/udp traffic
There is a method for doing a 'ping' over UDP, it used to be know as unix ping. I could be wrong but iirc the netstat chart in the game itself uses ping over UDP (I vaguely remember discussing this with skuzzy).
Also steely, I am not wanting to argue with you. All I am is offering my skills and networking knowledge to help you diagnose the issue.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Shane on January 31, 2026, 08:45:36 PM
If you change ISPs you don't typically change your equipment. Unless you have something to suggest that at the time HTC changed their route/firewall/switches as well as ISP.
It gets back to my previous comment about how their ISP and your ISP do peering, and the problem with peering is you can please most of the people all the time, but not all the people all the time.
Do you recall how many were having issues with general connectivity (I wasn't) after the switchover? HT even posted some suggested fixes for some of them, "if you're using yadda something, then something, something." I know it sat on the home page as an announcement for the longest time, lol, and now it's apparently archived, or at least inaccessible to us via the home page.
It wasn't related to microwarps, tho' - I think a fix of some sort may have created the microwarp situation.
HT did have this to say with the initial announcement on the forums. "The Ip's will also change for all our computers. So it could take a while to propagate"
But the microfreezes weren't present until maybe a few days, before I first remarked on it 6/7/24. Something happened within that timeframe that affected many of us.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on January 31, 2026, 09:06:36 PM
(https://iili.io/fQaLIOG.png)
@Vulcan, I know you're not, your suggestions are useful, keep em coming :)
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Shane on January 31, 2026, 09:38:45 PM
Shane, I know you're a supporter of the theory, you might have been one of the first to mention the 10 min timing, if you've got a spare 12 mins, grab a screenshot of your netstatus showing the spike, that'd get us further away from it just being my systems / in Australia etc etc.
I did the thing, was in tower the whole time, every 10mins on the :09 mark... too lazy to post the screenies here via postimages, but posting the raw .bmps in the films/screenshots forum here:
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on January 31, 2026, 10:33:14 PM
We'll, you guys are more into IT than me. Back in band camp I knew quite a bit, but that's long forgotten stuff now. So I just take your word for it and see if it lines up on the PC end.
I think it may be hard to get others to try it because they can just pop up DX9 and not think about it. They have no interest in figuring it out, they are glad you do it instead. Nerds like us just like solving issues and tend to get fixated.
DX11 is important tho, from what I understand, is what Steam uses. Seeing that kinda stuff as a noob can give a bad impression. And of course VR, but I rarely, if ever hear, someone with VR complaining. That's a curve ball.
I don't think there's any true argument here, it's hashing out slightly different input.
You should hear 3 sound guys go at it. We're all right, and each one thinks they are smarter than the one standing next to them. Except me, I stand back and watch because I've seen this repeat 10k times. Thing is, debates usually end somewhere in the middle.
Dad says it worked for his system, but what's common between him and others ties it in. I did leave out Hardware Acceleration and added matching fps max to refresh rate. The rest is common between the two. his gaming settings are almost identical to mine.
The IT stuff absolutely makes sense, because even though vast differences from tweaks, we still haven't hit 100% And that leaves IT open and worth looking at.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on January 31, 2026, 10:42:28 PM
Shane, thank you, at last some (more) data from a machine external to the bunker here :), and more replication and confirmation, excellent!
Any interest in a tool to capture packets and create a connection graph?, you'd have to install wireshark and python, but it'll run in the background collecting packets, and then make a similar graph to what i've posted, I'm guessing not but throwing it out there
(https://iili.io/fQlARkB.png)
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on February 01, 2026, 03:37:34 PM
I had another thought last night while trying to fall asleep, which I sometimes wish would stop happening, there is a simple way to disprove my theory, so I call on Animl and Vulcan to assist!
Animl, your last post mentioned you'd not been having regular freezes, and Vulcan, you've said you're not getting any, but if this theory is correct, everyone using DX11 is getting them, because the theory says DX11 goes to a port that's configured with a timeout.
So I'm appealing to you both, do the 10 min test, log on, note time, watch net status for 11 mins, you'll either see one, and we can add more weight to this theory, or quickly prove it's incorrect.
As we saw yesterday, Shane (and I) can reproduce the issue at will, will you assist with this small test, pretty please? :)
Animl, you've been a champion of trying to get to the bottom of this for a long time, and have gathered a lot of excellent data, and done a lot of testing, please spare me 11 mins out of your day!, and Vulcan, you've made a lot of excellent points, I really appreciate your knowledge and experience, we can put this to rest today if you can run DX11 in the MA and not get a spike on netstatus between 10 and 11 mins after landing in the tower.
I invoke the spirit of ANZAC Vulcan, you have to help hehe :)
Salute!
Steely
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 01, 2026, 04:33:12 PM
I had another thought last night while trying to fall asleep, which I sometimes wish would stop happening, there is a simple way to disprove my theory, so I call on Animl and Vulcan to assist!
Animl, your last post mentioned you'd not been having regular freezes, and Vulcan, you've said you're not getting any, but if this theory is correct, everyone using DX11 is getting them, because the theory says DX11 goes to a port that's configured with a timeout.
So I'm appealing to you both, do the 10 min test, log on, note time, watch net status for 11 mins, you'll either see one, and we can add more weight to this theory, or quickly prove it's incorrect.
As we saw yesterday, Shane (and I) can reproduce the issue at will, will you assist with this small test, pretty please? :)
Animl, you've been a champion of trying to get to the bottom of this for a long time, and have gathered a lot of excellent data, and done a lot of testing, please spare me 11 mins out of your day!, and Vulcan, you've made a lot of excellent points, I really appreciate your knowledge and experience, we can put this to rest today if you can run DX11 in the MA and not get a spike on netstatus between 10 and 11 mins after landing in the tower.
I invoke the spirit of ANZAC Vulcan, you have to help hehe :)
Salute!
Steely
Well, I did last night. I remembered as soon as I got a stutter last night. Unfortunately, it didn’t happen again.
I think you may misunderstand, I am not discounting your findings at all. They make sense. I can’t change arena ports. It just may not be sole issue.
The Window settings may just be easing the burst. Did you try them? It doesn’t mean it’s the true fix, they could just be a work-around. But the would matter if the port issue isn’t changed.
I will say, the game is smoother with the settings.
Still HAVE to ask is why do other games have the same issue? Some of my verifying settings come from other game forums like MSFS. I got the same reaction in AH.
This makes me stand back and think how many issues are we dealing with. Two different types of stutters and port issues?
One common center point between the two is DX. DX seems to be the base of both concepts?
At this point, you MIGHT just call HT, tell and show your findings and get input from him on it. I’m sure he’s as interested as me on finally killing the stutter issue.
I will try network again tonight
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on February 01, 2026, 04:44:36 PM
Yes, I did try all the changes suggested by Dadtallica, I still see the issue, you're a great candidate to test, as you've been working on it for ages, and have done some excellent troubleshooting, if you do the 10 min test, using DX11 in the MA, and no spikes between say 9:30 and 11:00 mins, I'd say I'm on the wrong track, and I'll just put up with it, or use DX9 (although I'll always be annoyed I'm not on the "latest version"
If you do see a spike in netstatus, and you have the time, getting a second one 10 mins later would be even better proof! (I hesitate to ask for 3, but if you can, that'd be incredible!)
If you're amenable, grab screenshots, but a post confirming or denying is just as good :)
As for other games, I can't say, but MSFS2024 is fine for me, I think going narrow on this and just testing one thing will shed more light that casting a wider net, if you and Vulcan confirm, then we could get others also, or if not, we're probably stuck with it.
I would say, the DX9 V DX11 exe issue really seals the deal for me, both exe's connect to the same physical server, using the same network path from your machine to HT's servers, the networking infra between your machine and HT doesn't know about the version of directx you're using, it just moves packets around, and we know for sure (through my testing, and from the players confirming and recommending that if you don't want stutter, use the DX9 version) that the DX9 exe works fine 100% of the time
I'm happy to be wrong, but it needs just a bit more confirmation, then we can say to HT, that all the steam users are affected, as there's no DX9 exe in the steam install (is what I've read anyway), and that every other player using DX11 exe is affected, if they know it or not.
Or not!, but we need more confirmation using a simple test anyone can do with their eyeballs and a stopwatch :)
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 01, 2026, 07:06:51 PM
Otay.
Tested DX11, using AH Network window.
I'll use it because you confirmed it with an outside 3rd party app, which eliminates the Network window freeze concept.
I still want to see what Windows OS is doing at the same time, if it's a global stall, probably on performance monitor, which I have not done yet.
I got an upward spike on the 9-10 min mark, same time as the micro-stutter.
Basically my suspicions were confirmed.
I say 9-10 min because I was glancing.
These settings seem to minimize the graphic reaction. If you're not staring at the screen looking for it you will miss it, it's that fast. It's nowhere near the disturbance, but it does in fact exist on the 9-10 min mark. When we say we just get a single stutter, it may be safe to say it's the one we noticed, because they are so fast now. Before they are 1-2 secs, now it's about .5 sec. It's digesting the data faster. And an illusion has taken place that it is gone.
It made no difference if the clipboard was open or not. Of course I had to close the CB to test that, so it was safe to assume on the 9-10 min mark I had that spike too. These are types of things that happen on a low-end machine.
Confirmed The stutter happens same time as the spike, every 9-10 min. This is old news. It makes no difference if Clipboard is open The spike does not freeze in Network window. The window flows smooth right through the spike. The settings are good for gaming, but not 100% on this issue. Basically, as I suspected, after reading your post, it's just masking the still existing issue. If some are good with it then kudos to them. There is a difference.
The settings are not wrong for a streamline running PC and minimizing the pain, they are not the fix. This is what I was referring to, not that your research is wrong.
You're now at a point where only one person can answer your remaining question. IF there is another port available, can can it be changed and test it to confirm what you found.
:)
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on February 01, 2026, 07:32:47 PM
Fantastic!!, hoping Vulcan has a spare 20 mins or so , 2 spikes at 10 mins apart like Shane and I (and I suspect everyone using DX11 is) would confirm it in my mind
Thanks for spending the time!
If you notice one in normal gameplay, just peek at netstatus window, you have about 45 secs before it scrolls off, if you note the time, you'll get another one every 10 mins after that, if theory is correct, and I'm now 99% sure it is :)
PS : Anyone reading can play along, more reports the merrier!
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 01, 2026, 08:28:44 PM
We had similar convo when the service was changed. It's been well established the stutter happens during the spike, last yr and now.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Shane on February 01, 2026, 11:39:28 PM
Shane, thank you, at last some (more) data from a machine external to the bunker here :), and more replication and confirmation, excellent!
Any interest in a tool to capture packets and create a connection graph?, you'd have to install wireshark and python, but it'll run in the background collecting packets, and then make a similar graph to what i've posted, I'm guessing not but throwing it out there
If it's free and not too complicated, I don't giving it a go.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Vulcan on February 02, 2026, 12:22:05 AM
OK testing it now.
Yes a minor spike at 10 mins and 20 mins.
There were 3 ports operating to 47.190.119.207: - UDP 5110 (very tiny data size, tx/rx 1.6kb/1.6kb - UDP 5117 (looks like this is the game data) tx/rx 441kb/579kb - TCP 5111 tx/rx 224kb/100kb
I also see a connection to 47.190.119.209 on tcp 3011.
Firewall logs showed no dropped packets.
All packets are tiny in size.
So yes I do see your 10 min spike, but no I do not experience your stutter issues.
I'm running Windows 11 on a i7-7700k, GTX4060, an Intel i219-V ethernet adapter. I have 1Gbps fibre, and run a Sophos XG firewall.
What kind of ethernet adapter do you run and what is the driver?
edit: just had a middle of the night thought. I didn't see any ICMP traffic so the netstat test is encapsulated in one of the connections above. Secondly it's entirely possible the 10 min spike is resetting/restarted a UDP ping (i.e. the built in ping in netstat may have a 600 lifecycle).
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Shane on February 02, 2026, 02:09:42 PM
Fantastic!!, hoping Vulcan has a spare 20 mins or so , 2 spikes at 10 mins apart like Shane and I (and I suspect everyone using DX11 is) would confirm it in my mind
If you notice one in normal gameplay, just peek at netstatus window, you have about 45 secs before it scrolls off, if you note the time, you'll get another one every 10 mins after that, if theory is correct, and I'm now 99% sure it is :)
PS : Anyone reading can play along, more reports the merrier!
And you just got confirmation from both Animl and Vulcan... :aok
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Shane on February 02, 2026, 02:15:11 PM
There were 3 ports operating to 47.190.119.207: - UDP 5110 (very tiny data size, tx/rx 1.6kb/1.6kb - UDP 5117 (looks like this is the game data) tx/rx 441kb/579kb - TCP 5111 tx/rx 224kb/100kb
I also see a connection to 47.190.119.209 on tcp 3011.
Firewall logs showed no dropped packets.
All packets are tiny in size.
So yes I do see your 10 min spike, but no I do not experience your stutter issues.
I'm running Windows 11 on a i7-7700k, GTX4060, an Intel i219-V ethernet adapter. I have 1Gbps fibre, and run a Sophos XG firewall.
What kind of ethernet adapter do you run and what is the driver?
edit: just had a middle of the night thought. I didn't see any ICMP traffic so the netstat test is encapsulated in one of the connections above. Secondly it's entirely possible the 10 min spike is resetting/restarted a UDP ping (i.e. the built in ping in netstat may have a 600 lifecycle).
Maybe because the language we've been using isn't providing clarity... that spike *is* the "micro-warp/freeze" that creates the visual micro-"stutter/freeze" more a freeze than a stutter, per se; evidenced on the in-game netstat as a visually confirming spike as well... hope that helps? (There is a noticeable updated plane position when that microfreeze ends, not overly large, but definitely present.)
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Eagler on February 02, 2026, 03:22:00 PM
When you have one of these does everything, all planes, zig zag for a second or just the plane you are flying against...
I get the occasional split second zig zag from a plane I am flying against but it does not affect the other planes flying nearby and doesn't happen every 10 seconds..more like just the rare interruption of usually smooth interactions..
I have always thought this was just the odd internet connection hiccup though sometimes it happens just at the right time as if the zig zag can be caused with a connection interrupt but don't have any evidence such a device/ setup exists...
My in the boonies starlink connection has more oddness like this than the cable connection I use at home..
Eagler
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 02, 2026, 03:41:16 PM
Question Do these spikes 10 from when you log into MA or 10 min from your first sighting?
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Vulcan on February 02, 2026, 03:53:43 PM
Maybe because the language we've been using isn't providing clarity... that spike *is* the "micro-warp/freeze" that creates the visual micro-"stutter/freeze" more a freeze than a stutter, per se; evidenced on the in-game netstat as a visually confirming spike as well... hope that helps? (There is a noticeable updated plane position when that microfreeze ends, not overly large, but definitely present.)
That is my question. I don't see these stutters every 10 minutes. I always play on VR and things like that are usually more noticeable on the VR big screen. Yet I see the netstat spike. We really need HT to tell us what the netstat is measuring, is it a linux type UDP ping or is it an actual measure of the traffic being received.
Then again you say the position change is "not overly large", and if it's only occurring once ever 10 minutes maybe I wouldn't notice. It makes me wonder if this is even the same issue as the other stutters/freezes people are complaining about - especially given some people say they've eliminated them?
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Shane on February 02, 2026, 04:27:11 PM
That is my question. I don't see these stutters every 10 minutes. I always play on VR and things like that are usually more noticeable on the VR big screen. Yet I see the netstat spike. We really need HT to tell us what the netstat is measuring, is it a linux type UDP ping or is it an actual measure of the traffic being received.
Then again you say the position change is "not overly large", and if it's only occurring once ever 10 minutes maybe I wouldn't notice. It makes me wonder if this is even the same issue as the other stutters/freezes people are complaining about - especially given some people say they've eliminated them?
There are a variety of screen freeze issues, most card related, some DX9 or VR related and generally have fixes.... this 10 min cyclic minifreeze just seems to point to being systemic to traffic as opposed to localized to pc/situational.
Many won't even notice or not looking at the right time or just dealing with it, not knowing we're doing all this discussion. If you're in tower or a gv it may not even be noticeable unless you're looking for it.
I don't experience it in SEA2 during MNM... so this also coincides with what Steely is finding.
I tried switching back to dx9 before, it did remove the micro warps, but came with too many other gfx mehs so I went back to dx11 and just deal, knowing it'll be there.
It seems to happen around the xx:09 mark. I'll do some more captures and see if that's a consistent pattern.
Animl's dx11 tweaks haven't affected it, but did help in some other areas.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on February 02, 2026, 04:31:36 PM
Vulcan, thank you Mate, that's excellent news!, you'll be getting the stutter, but not noticing, I'll check in a sec, but I've been watching the flag or the tower clock, and you can see them stop flapping/ticking as you get the spike
Watch the clock :
I think I know where you're headed with the network card questions, and this machine (where i'm doing most of my testing) has a RealTek Semiconductor RTL8168/8111 PCI-E Gigabit Ethernet NIC, all the "green" ethernet options disabled, in driver as well as power management etc, Gaming machine is using Intel Ethernet Connection I219-V (green settings/power management disabled) and is Intel Core i7-8700, 3080Ti and 32GB ram
Home network is gigabit fibre 1000/400 going through a Ubiquiti UniFi Enterprise Gateway Router (USG-AU).
As you've got such good visibility of your network with the XG, and if I may be so bold, and if you have time, a 30 Min DX9 test would be valuable, and appreciated, it'll be the last testing I'd ask from you, promise!
I did also try some linux utilities to do UDP ping/trace (hping3 for example), but couldn't get a reply, I had the idea that maybe a dynamic table of IP's was being created in the alleged firewall, via a (totally imagined!) process of
Start AH game, and log in, some handshaking is done checking login details are a current subscriber and if so, add the IP to an "allowed IP's table" and let user into game, so I launched the game first and then tried hping3, but still no response to UDP ping, I suspect that as you say Vulcan, it's encapsulated in the game traffic and avoids the bot scans etc etc
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 02, 2026, 04:43:18 PM
When it starts matters
In this concept, if its the port (on HTC or Frontier end) everyone should get them at the same time? If it starts 10 min after you log in it could be on the player side of things?
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on February 02, 2026, 04:47:01 PM
In this concept, if its the port (on HTC or Frontier end) everyone should get them at the same time? If it starts 10 min after you log in it could be on the player side of things?
In my theory, there's a 600 second (10 min) timeout or reconnection based on the client's connection time, so it's going to be 10 mins after you start game, and 10 mins ongoing for individuals, not the whole arena
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 02, 2026, 04:59:37 PM
In my theory, there's a 600 second (10 min) timeout or reconnection based on the client's connection time, so it's going to be 10 mins after you start game, and 10 mins ongoing for individuals, not the whole arena
So it’s the player side that’s triggering the timing? I may consider that a flag in process of elimination to look deeper into where it starts.
Call me ignant, but if the port had issues it would be the trigger and it would be the same timing on all players in unison?
- Devil’s advocate.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on February 02, 2026, 05:27:42 PM
So it’s the player side that’s triggering the timing? I may consider that a flag in process of elimination to look deeper into where it starts.
Call me ignant, but if the port had issues it would be the trigger and it would be the same timing on all players in unison?
- Devil’s advocate.
As I've said, I'm just poking at it from the outside, but it looks like each player starts a session when they log in, session being another word for successful connection to a server, from what i've read while doing this, I'm a bit rushed this morning, so excuse the AI explanations below, but they make sense when compared to what we're seeing
1. Connection State Table (the 600-second timer)
This tracks "is this a valid session I should forward traffic to AH game server?" Even though packets are flowing, the session's STATE expires after 600 seconds It's like a parking permit that expires even if you're still parked
or
The UDP inspection theory: Some load balancers do stateful packet inspection where they:
Examine each UDP packet Maintain a session state Expire that state after idle time OR after total time (even with traffic!) Force renegotiation periodically
Again, guessing there is a load balancer/firewall, this based on the fact we know what ports are "open" (because we see game traffic to these ports), but we aren't able to get any response from them using UDP ping to same ports, if they were just 1 to 1 open to the internet, they'd be scannable to NMAP (https://nmap.org/zenmap/ linking to the windows port, as it's got better screenshots, but NMAP is a linux port scanner, well known, and many features to it) or other low level tools (Vulcan has mentioned quite correctly that ping etc aren't the be all and end all, but quick and dirty checks, but there should be some response if the ports aren't firewalled)
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Dadtallica on February 02, 2026, 08:19:50 PM
My stutters do not happen at any type of regular cadence. It’s 99.99999% driven by what’s going on around me. Whatever one of the last maps was had extra clouds and it caused a few hiccups.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Vulcan on February 02, 2026, 09:09:15 PM
steely07 UDP is stateless.
A firewall will maintain a session table for UDP, and that will have a timeout value. But that is different to aging out. I cannot find anything about UDP aging out. Also I would expect if a UDP session aged out you would see the AH UDP error switching to TCP message.
The clock thing does my brain in. I would not have thought the clock hands would act like an tracked object in the arena?
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 02, 2026, 09:31:11 PM
My stutters do not happen at any type of regular cadence. It’s 99.99999% driven by what’s going on around me. Whatever one of the last maps was had extra clouds and it caused a few hiccups.
Is your V-Sync Off? If so try Fast instead. Off has drawbacks, it can create lag
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Vulcan on February 02, 2026, 09:37:27 PM
In my theory, there's a 600 second (10 min) timeout or reconnection based on the client's connection time, so it's going to be 10 mins after you start game, and 10 mins ongoing for individuals, not the whole arena
Yes definitely 10 min intervals starting from when the client gets into the MA.
I tried DX9, no spike. 3 ports open: UDP 5110, UDP 5131 and TCP 5111 - similar to what I saw with the DX11 client.
I think this is something in the AH3 DX11 client, not the server end.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Shane on February 02, 2026, 09:41:08 PM
As I've said, I'm just poking at it from the outside, but it looks like each player starts a session when they log in, session being another word for successful connection to a server, from what i've read while doing this, I'm a bit rushed this morning, so excuse the AI explanations below, but they make sense when compared to what we're seeing
1. Connection State Table (the 600-second timer)
This tracks "is this a valid session I should forward traffic to AH game server?" Even though packets are flowing, the session's STATE expires after 600 seconds It's like a parking permit that expires even if you're still parked
or
The UDP inspection theory: Some load balancers do stateful packet inspection where they:
Examine each UDP packet Maintain a session state Expire that state after idle time OR after total time (even with traffic!) Force renegotiation periodically
Again, guessing there is a load balancer/firewall, this based on the fact we know what ports are "open" (because we see game traffic to these ports), but we aren't able to get any response from them using UDP ping to same ports, if they were just 1 to 1 open to the internet, they'd be scannable to NMAP (https://nmap.org/zenmap/ linking to the windows port, as it's got better screenshots, but NMAP is a linux port scanner, well known, and many features to it) or other low level tools (Vulcan has mentioned quite correctly that ping etc aren't the be all and end all, but quick and dirty checks, but there should be some response if the ports aren't firewalled)
I did a few tests just now... it seems the 10 min cycle starts at arena entry; when I first experienced it, it reminded me of the old ISP activity checks dinging your connection.
I did tests at the xx:x 0, 3 and 5 min marks, 10 mins each time.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 02, 2026, 10:23:19 PM
As I say, a cpl things can be true at once. The fact it's only in the MA, seems to suggest the server side is not setup for what the DX11.exe is sending/requesting.
HT explained it started as soon as the DX11.exe was made. Also, the only reason for DX11.exe is VR, AH doesn't use anything else from DX11.
It's rare to hear players using VR complain about it. That's a flag to me. DX9 doesn't have VR. According to above that's the only different. Do VR users see it when VR is off? And why would that affect the server end, if so? Is there a timed check for VR?
Not trying to throw anyone off the trail, but it is a consideration. Looking at any angle. We're all looking from the outside in, with zero input.
I would think HT would have to compare settings for the other arenas to the MA to see what's different. It does suggest it's an MA setting different than the rest of the arenas if it doesn't happen in other arenas.
We've been waiting 4-5 months for 2 new maps, so....
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 02, 2026, 10:24:37 PM
When you have one of these does everything, all planes, zig zag for a second or just the plane you are flying against...
I get the occasional split second zig zag from a plane I am flying against but it does not affect the other planes flying nearby and doesn't happen every 10 seconds..more like just the rare interruption of usually smooth interactions..
I have always thought this was just the odd internet connection hiccup though sometimes it happens just at the right time as if the zig zag can be caused with a connection interrupt but don't have any evidence such a device/ setup exists...
My in the boonies starlink connection has more oddness like this than the cable connection I use at home..
Eagler
That sounds more like a connection issue on their side.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 02, 2026, 10:27:36 PM
A firewall will maintain a session table for UDP, and that will have a timeout value. But that is different to aging out. I cannot find anything about UDP aging out. Also I would expect if a UDP session aged out you would see the AH UDP error switching to TCP message.
The clock thing does my brain in. I would not have thought the clock hands would act like an tracked object in the arena?
.nm
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 02, 2026, 10:40:28 PM
I did a few tests just now... it seems the 10 min cycle starts at arena entry; when I first experienced it, it reminded me of the old ISP activity checks dinging your connection.
Interesting, because, my host does timeout and drop the connection in game sometimes if I'm not doing anything in the tower. But not all the time. There is a timeout thing happening somewhere.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Shane on February 02, 2026, 11:02:30 PM
Interesting, because, my host does timeout and drop the connection in game sometimes if I'm not doing anything in the tower. But not all the time. There is a timeout thing happening somewhere.
And as I remarked, it occurred after some kind of tweaks with Frontier about 2 weeks after the initial swap; when something was, iirc, "fixed."
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on February 03, 2026, 12:12:05 AM
A firewall will maintain a session table for UDP, and that will have a timeout value. But that is different to aging out. I cannot find anything about UDP aging out. Also I would expect if a UDP session aged out you would see the AH UDP error switching to TCP message.
This is an excellent point, another reason I'm glad you're helping to dig into this!, it's possible it's not so much a drop and re-establishment, more of an internal re-negotiation within the device in front of the gameservers, as it happens very quickly, and there aren't any dropped packets, wireshark shows the packet sequence numbers stay in the correct order during the spike.
Also thank you for confirming the DX9 exe doesn't have the problem!, apologies, I didn't get a notification the thread had been updated, just jumped back to check manually
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on February 03, 2026, 01:08:28 AM
@Vulcan
Do you think we can rule some stuff out, in light of what we're seeing with DX9 V DX11?, in my opinion :
It can't be network routing, as that's going to be the same for each (as in, if I run DX11, then I log out and run DX9, the network traffic is going to flow the same way, the difference being the port the traffic is terminated on at the HT equipment end
It can't be directx itself, as the network traffic is ignorant of your graphics drivers or DX version, it's just packets on a wire
It's fine in SEA2 with DX11, so it must be possible to look at configs and make it go away, and probably wouldn't take very long if HT has the access
Shane and I can clearly state it only started after the move to Frontier, my suspicion is some kind of new box was put in place at that time, I've been playing since the year 2000, and I know for sure we didn't have cyclical freezes before the change, and it was only afterwards people started commenting about it.
If all of the above is true, it is affecting all DX11 users, even if they don't notice it, or have just gotten used to it.
That also means any new Steam user will be affected, as well as all current Steam users.
And that means (to me at least) it needs to be looked at, even though it doesn't make the game unplayable at all, at worst, can cause folks to miss shots or hit trees (both have happened to me)
Anyhoo, that's it for the day, I'ma get a beer!
Thanks to all helping out with this, I hope HT sees it (I'm too shy and far away to call him and chat hehe)
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Vulcan on February 03, 2026, 02:59:34 AM
imho there are two (or more) separate issues.
You have clearly identified one issue, the 10 minute spike on DX11. I believe it is so infrequent and small in effect that most players don't notice unless they're told to look for it (like me).
I think the issue is with DX11 itself, possibly something in the network stack. DirectX includes a component called DirectPlay - a network comms library.
DirectPlay is a 'legacy component' on Win 11, deprecated. So I did a quick check, it is not installed in my non-gaming PCs, but it is installed on my gaming PC. That PC has very few games on it, AH3, some Oculus games, and Arma Reforger.
It would be interesting to hear from HT whether AH3 uses directplay.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on February 03, 2026, 03:18:04 AM
Interesting, DirectPlay not enabled on the machine I've done most of my testing on, it IS enabled on my main gaming machine, which has 15 or so games installed, so we can probably write that off, although it's a good find!
Both machines have the stutter on DX11 of course
If others want to check - open the Start menu, search for "Turn Windows features on or off," and expand the "Legacy Components" folder. If the "DirectPlay" box is checked, it is installed
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Eagler on February 03, 2026, 06:31:33 AM
Last thing I heard where the game was going was its conversion to Vulkan programming...
Would that have fixed this issue with dx11..
Eagler
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: SNO on February 03, 2026, 07:58:15 AM
I see the 1 second pauses in VR, I don’t know if they are there non VR. I see the spikes in the net status. I recently excluded the HT and AH folders from defender running win11 and that setting so far has almost eliminated the spikes and stutters for me.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 03, 2026, 08:39:33 AM
If you want to give it a try, just follow the instructions, it requires python and wireshark to be installed in their default paths (ie, don't change the the install path)
For Python, make sure to choose "add python to my PATH when installing)
For wireshark, make sure to choose install npcap during the install
To capture :
Start Aces High either with DX9 or DX11 exe's
Alt tab out
Right click and "run as administrator" on the aces_analyzer_v3.py, or doubleclick the START_ANALYZER.vbs
Make sure to choose the right config to match your setup (DX11 in MA, DX9 in MA, DX11 in SEA2 etc etc)
(https://iili.io/ftljTEg.png)
Follow instructions on github page, use README.html or README.txt for instructions
(https://iili.io/ftljxQ1.png)
You can let it run in the background, and game as normal, it'll stop automatically after 35 mins and create a graph for you which you can upload here
(https://iili.io/ftl6jf4.png)
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 03, 2026, 07:40:08 PM
Has any dx11 user been found to *not* experience that 10 min net spike, regardless of whether it's visually discernable while playing?
I didn't seem to hear much from AMD users when we were on the Nvidia subject last yr. This is the first time I'm hearing VR users see it. SO, it's kinda hard to tell when players don't speak up. Basically only 10-20% seem to follow bbs.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 03, 2026, 07:58:45 PM
Last thing I heard where the game was going was its conversion to Vulkan programming...
Would that have fixed this issue with dx11..
Eagler
Vulkan is a low-level, cross-platform graphics Application Programming Interface (API) that gives developers direct control over hardware for high-performance 3D graphics, compute, and video, allowing for better multi-core CPU/GPU utilization, reduced overhead, and consistent frame rates, making it ideal for modern games and applications needing efficiency across Windows, Linux, Android, and more, unlike older APIs like OpenGL.
As I remember AH only uses single core.
I've had a brief convo about Vulkan.
I think the movement to Vulkan would be a precursor to a 3D Engine update. Then you could really cranky up poly count, but some things may have to be rebuilt, depending. Like you may be able to up the poly on AC but terrain files may want to be updated, maybe a different terrain format. You could add things like con trails without major fps impact.
And yes it would obviously remove the DX11 issue, but with every change comes a new can of worms. It would still be in the right direction
Is it actually happening, HT has that privilege to say, I predict he won't. Projects get started and sometimes trashed, it would be dumb to say until it's actually happened. All HT has to do is mention one project and next thing ya know you have players posting 100 item lists and demand they all happen. I'd rather dip myself in acid.
I have seen zero movement
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 04, 2026, 01:03:19 AM
Just a thought
I think I remember HT did have to replace a component. Around the same era as Frontier connection. I just don’t recall what it was.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Vulcan on February 04, 2026, 02:39:37 AM
If you want to give it a try, just follow the instructions, it requires python and wireshark to be installed in their default paths (ie, don't change the the install path)
For Python, make sure to choose "add python to my PATH when installing)
For wireshark, make sure to choose install npcap during the install
To capture :
Start Aces High either with DX9 or DX11 exe's
Alt tab out
Right click and "run as administrator" on the aces_analyzer_v3.py, or doubleclick the START_ANALYZER.vbs
Make sure to choose the right config to match your setup (DX11 in MA, DX9 in MA, DX11 in SEA2 etc etc)
(https://iili.io/ftljTEg.png)
Follow instructions on github page, use README.html or README.txt for instructions
(https://iili.io/ftljxQ1.png)
You can let it run in the background, and game as normal, it'll stop automatically after 35 mins and create a graph for you which you can upload here
(https://iili.io/ftl6jf4.png)
Pretty cool thing ya put together Steely
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 07, 2026, 06:07:33 PM
Just because client FE is triggering a timer, doesn’t mean its not on server end of it. I still think steely and Shane are on to something. I also think HT could provide input to what the MA server is doing and other arenas are not.
I’m convinced, so far, it’s on the server end. Nothing in Windows nor Nvidia is fixing it.
No one hold their breath
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: icepac on February 20, 2026, 07:36:15 AM
It seems beyond the people asking for help can't show us their task manager.
If you have 134 process going, and some are programs that poll over the internet, you will surely expect trouble.
This is mine that allows me to run aces high with an old hd5770 on windows 7
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on February 20, 2026, 03:34:48 PM
read the first post again, we have a situation where the DX11 version of the game has a repeatable and reproducible 10 min stutter in the MA, but not in SEA2.
We also confirmed the DX9 version of the game has no stutter
It's a "HT's end" issue and shouldn't be hard to fix if we can get him to take a look, I'm disappointed to be honest, from what I know of Dale, he's something of a perfectionist, and to see nothing being done to fix something that is affecting every player in the MA that's using DX11 is pretty rough.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: icepac on February 22, 2026, 04:01:19 AM
I know of what you speak but it’s ridiculous to discount a ton of processes running.
My experience is that dx9 freezes or discos while dx11 has the microfreeze issue.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Dadtallica on February 22, 2026, 07:18:13 AM
I get no stutter in dx9 but it freezes upon exiting the game from the menu every time.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on February 22, 2026, 03:14:24 PM
I know of what you speak but it’s ridiculous to discount a ton of processes running.
My experience is that dx9 freezes or discos while dx11 has the microfreeze issue.
You're right, no argument about the freezes from me, but consider this, my machine for example, when doing this testing, had the exact same processes running while testing DX9 in the MA (no stutter, no issues) as it did when testing DX11 in the MA (regular 10 min stutter), and when testing DX11 in SEA2 (no stutter, no issues), I did my testing over the course of several days, but the graphs and wireshark captures were all done on the same machine and with the same processes running the whole time.
Your point is valid, PC's do some weird stuff sometimes, but in terms of a reproducible error on a number of machines now (Shane, Animl, Vulcan, and others i'm sure I'm failing to mention!), I think we can say it's not something locally on our machines, it is a server end thing for sure
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 23, 2026, 11:07:20 AM
I get the feeling logging in triggers something in the MA to check something every 10 min. Just imagination, like checking for cheats or VR status.
I wish maintenance was as important as locking threads that linger, causing damage before locked as if they weren’t locked at all. Yet the pathetic former player trolls run free. Suicide.
Troubleshooting the game errors seems fruitless. We’re not even good enough to converse with. Obstinance is mind blowing. You ask therefore you not get. I’m stretched very thin on anything bbs. Everything seems backwards. <shrug> if thats the impression set thats the impression taken.
At least helping with PCs gets results.
Call him and talk about it, zero is happening here.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: icepac on February 25, 2026, 10:44:08 AM
I get no stutter in dx9 but it freezes upon exiting the game from the menu every time.
When exiting the game, I exit the arena, then log out, then go to main menu and hit cancel.
It doesn’t hang on exit.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on February 25, 2026, 12:56:45 PM
60% of the time, exiting DX9 I exit arena. As soon as I hit exit it freezes, mouse and all, seemingly while saving settings and/or calling online menu on exit. Ctrl, alt, del to bring up task manager, it seemingly pushes the dead window out of memory. It won’t go to online menu. Any changes in position of radio window reverts to default.
I also get terrain errors in text when mouse-over bases every once in a while.
The game itself plays fine.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Dadtallica on February 25, 2026, 03:47:34 PM
60% of the time, exiting DX9 I exit arena. As soon as I hit exit it freezes, mouse and all, seemingly while saving settings and/or calling online menu on exit. Ctrl, alt, del to bring up task manager, it seemingly pushes the dead window out of memory. It won’t go to online menu. Any changes in position of radio window reverts to default.
I also get terrain errors in text when mouse-over bases every once in a while.
The game itself plays fine.
I just do the ctrl alt too
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: The Fugitive on February 25, 2026, 04:04:20 PM
ALT F4 works quicker.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Vraciu on July 05, 2026, 09:03:32 AM
Just replying as I forgot to resize the first graph so you can see all 3 spikes, and I can't edit orig post anymore
(https://iili.io/fLr5SZF.png)
Use width= after the img in the tag and make it any size you want.
img width=300
(https://iili.io/fLr5SZF.png)
img width=450
(https://iili.io/fLr5SZF.png)
img width=700
(https://iili.io/fLr5SZF.png)
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: save on July 06, 2026, 02:24:19 AM
I've been reading through this thread, and I have some questions :
Some players does not experience stutters, with DirectX11, others do. It has been identified that the 10 min issue does stuff, and it seems like some don't have the issue at all in DX11.
What's the differences in config for network card and graphics settings, can a brute force approach with a higher end machine specs fix it ? - I remember using DX9 only
Could a local hardware firewall have settings that handles things differently depending on brand and settings ?
I do not play AH anymore, but I have seen many game titles suffer or benefit from different settings (90% in graphics settings). Vulcan have you tested DX11 without VR and get no issues ?
I remember forcing the exe to run on a specific core also, does it impact (many years ago, memory is a bit hazy)
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on July 06, 2026, 03:23:47 AM
I can't be 100% sure, as it's been hard to get people to actually sit in the tower to test the theory, but if what we've been sayting is correct, actually everyone who uses DX11 does get the stutter, they either have gotten used to it and just assume it's just something they have to put up with or they assume it's their machine only.
The only way we're going to get it resolved is if enough people can do this simple test
Launch AH via the DX11 exe
When you appear in the tower, start a timer and open clipboard, right click / net status
You should see a spike at very close to the 10 min mark, wait 10 more mins and confirm you get another one (I'd wish for 3, but people got flying to do!)
Post back here and state you are getting the spike, or not (I suspect every DX11 user will)
If we get enough tests done, we might persuade HT to look at it, I think currently he thinks it's due to DX11 in terms of drivers or user machines, but I think it's that last hop for network traffic inside the HT network, it almost has to be, because SEA2 arena is not affected, you can fly all day in there on DX11 and never see a spike!
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: JimmyD3 on July 06, 2026, 08:34:23 AM
I did the test Steely, as you stated, every 10 minutes, I went through 2 events per your request. :salute
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on July 06, 2026, 08:53:38 AM
I did the test Steely, as you stated, every 10 minutes, I went through 2 events per your request. :salute
Could you request HT look at this?
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: JimmyD3 on July 06, 2026, 02:50:08 PM
Yes I'll add it to my list. Going to change my tactics trying to get Hitech to work some issues. The last list was 19 items long, going to try and push 1 issue at a time and see if we can get another issue fixed. He is going out of town for vacation so I'll have to wait till he gets back. :rock
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on July 06, 2026, 03:46:08 PM
Yes I'll add it to my list. Going to change my tactics trying to get Hitech to work some issues. The last list was 19 items long, going to try and push 1 issue at a time and see if we can get another issue fixed. He is going out of town for vacation so I'll have to wait till he gets back. :rock
Agreed. I’d call him but like a list, one voice
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: steely07 on July 06, 2026, 05:03:36 PM
JimmyD3, thank you very much!, can I ask, did you think you were getting the spike before you did the test?, it doesn't really matter, but I'd love to get someone who didn't think they were affected to "convert" hehe, it'd add some weight to the argument :)
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Vulcan on July 06, 2026, 07:34:15 PM
Could a local hardware firewall have settings that handles things differently depending on brand and settings ?
Vulcan have you tested DX11 without VR and get no issues ?
I have two different hardware firewalls at hand, a Sonicwall and a Sophos XG - neither made any difference and I looked at the packet captures on those any there wasn't anything they were doing.
It's been a while but I believe I was testing without vr and observed the issue.
fwiw it wouldn't surprise me if it was something Microsoft were doing/changed in DX11. From a network engineers point of view Microsoft have atrocious habits when it comes to their networking stack.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Eagler on July 07, 2026, 08:30:47 AM
A other possible studder fix..
Eagler
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Animl-AW on July 07, 2026, 10:37:21 AM
There are infinite types of stutters or freezes and as many fixes.
The type we have and top the list fir us is 10 intervals
The problem I see with so many reasons and so many fixes is; People grasp something, make a change, but don’t roll it back when it doesn’t solve it. In the long run they dig a deeper hole piling these settings. This can create other issues.
Layering settings, if it does get fixed you don’t really know what combo did it.
My lamer suggestion, if a setting doesn’t fix something roll it back.
Title: Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
Post by: Sully on July 15, 2026, 05:04:57 PM
So, I will say I had the issue with DX11 with exact stutters and ran the game through Steam, once I opened properties and ran DX9exe on start up through the steam library and control now it happens randomly or never happens at all. So I kind of gave up on it after I fixed the main issue with DX11. I will try these other fixes as well or will have to switch to the original folder stack from the official free download from the main site but that adds another layer of headaches like my account and billing.