Odd Packet Loss Behavior w/ Intel X540 Under Load (Unifi Dream Machine Pro Involved)

Odd Packet Loss Behavior w/ Intel X540 Under Load (Unifi Dream Machine Pro Involved)

I'm hoping to get some help on this one, it's very odd, and very specific. I'll give as much necessary detail as I can, but if I were to just dump it all I think this post would get too long for anyone to want to read it lol.

I recently made a change from a Netgate 6100 running pfSense to a Unifi Dream Machine Pro in my network (already had it around) due to it's faster routing performance. After doing so, most things are working really well, but I started noticing a packet loss issue on my desktop when it's under heavy load.

Basic topology for reference:

https://preview.redd.it/p0h56vvkf3bh1.png?width=449&format=png&auto=webp&s=880d38c36dd66e16111606d75231dbed412e1ef9

pfSense was only capable of around 2 gigabit downloads via Steam or Epic Games, whereas this can do much higher (depends on the game, in my testing we're looking at about 2.5 gigabit).

Summary of issue while downloading a Steam game at roughly 2.2-2.5 Gbps:

  • Pinging Google results in 1/30 or so packets lost with 10-20ms std dev
  • Pinging a LAN IP results in less, but still present (maybe 1/60) packet loss and basically no std dev
  • Ping Plotter showed a few % packet loss for each hop going to Google
  • UDMP Htop shows it's NOT under maximum load, and since this happens on Layer 2 as well, I don't think it's the culprit
  • Pinging Google from a VM on the XCP-ng host connected to the same switch results in zero packet loss and almost no std dev
    • This leads me to believe Layer 2 and the UDMP Firewall are working as intended and not the culprits

What's really odd about all this is iPerf3 testing does not produce the same symptoms. If I ping Google or a LAN IP, while doing inter-VLAN routed iPerf3 testing I can sustain 8-9 Gbps without a single lost packet (even running for 10 minutes straight).

During the inter-VLAN testing the UDMP Htop shows 100% on all cores, unlike the Steam download. I would imagine if the UDMP was the culprit here I would see the issue present the higher the load.

At first, I thought maybe this issue stemmed from NAT or state table overflow, but I'm not so confident in that now that the VM can ping externally without a single lost packet.

Additionally, I don't see this issue happen when running high bandwidth (6 gigabit +) speed tests from my PC to the internet.

I'm starting to think either A. something is going on with my NIC or driver causing an issue, or maybe even the cabling. But if that was the case, wouldn't it also be present with iPerf3 and SpeedTest? Or B. maybe it's related to the UDMP and it's ability to handle states since Steam will use multiple connections. It's just odd to me that the Layer 2 ping to a local LAN IP also breaks apart, the UDMP, at that point, isn't involved at all. So I'd assume it has to be related to the switch if that was the case.

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u/planedrop — 3 days ago

Issues With Large Number of TCP Connections (C6500XK)

A little background, I'm a network engineer professionally and I've been having this issue for over a year now, normally it doesn't bother me but some stuff I'm working on now is causing it to create a huge headache for me.

I've had an odd issue, across multiple firewalls, with Quantum Fiber where any service that uses a large number of TCP connections for high bandwidth tasks causes horrible packet loss on the entire network resulting in it effectively being unusable. After doing a lot of diagnosing, I'm rather confident it's something on Quantum Fiber's end or with the C6500XK but I can't quite figure out what.

I have their 8 gigabit service and can get full 8 gigabit when doing a more normal number of connections for something high bandwidth using my Unifi Dream Machine Pro (same issue is also present with my Netgate 6100 though that's only capable of ~3 gigabit) and have no issues on the network itself. A great example of this is Steam which doesn't use as many TCP connections; but something like Epic Games does which causes some pretty bad drop outs at times.

I've most recently noticed this when doing some large azcopy operations to Azure Blob Storage as well. This is where it's really creating an issue for me.

After doing some digging it seem to only happen when applications open a huge number of TCP connections.

My C6500XK is setup in bridge mode properly and all security services have been disabled in the app just to be certain nothing is interfering.

The only other thing I can think of is maybe an issue with my SFP to RJ45 adapter but it would be very odd for that to only impact a large number of connections and not just bandwidth in general.

As soon as I stop the upload or download and the connect states start to clear out everything behaves as it should.

pfSense won't be hitting anywhere near it's stateful connection limit during this either so it's not that.

Maybe some kind of DDoS protection is taking place? Or peer-to-peer detection and prevention?

Any suggestions would be greatly appreciated.

Edit: it's also worth noting I had similar issues with peer-to-peer traffic when torrenting (legal torrents of some archival projects) even when bandwidth usage was incredibly low, so I don't think bandwidth has anything to do with it here. I'm tempted to contact Quantum Fiber about this directly but I know it's going to be a huge pain to get in touch with a real engineer.

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u/planedrop — 4 days ago

Looking For Dashcam Footage Near Gresham Bi-Mart

Portland case number is PG26-21504

A bad accident happened last night (5/15/26) around 4:40pm, black Chevy Impala got t-boned and the other driver fled the scene. We are hoping someone might have dashcam/camera footage near this area.

Location was right at the Bi-Mart off Hogan Drive in Gresham.

Police are already talking to all the businesses in the area to find out what they have but I know a lot of people have dashcams now.

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u/planedrop — 2 months ago

Windows Version 1.1 Release Notes?

It's been interesting seeing so many updates in such a short period of time, but I'm also curious about more detailed release notes.

The WireGuard Windows installer just prompted for yet another update, this time from 1.0.1 to 1.1 and I'm not seeing any information on release notes about version 1.1, do we know what's changed?

I was checking around on Github and a few other places but am not seeing any conversation about it yet, unless I missed something, I'm half asleep today to be fair.

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u/planedrop — 2 months ago

I know some creators and others have been talking about this, but the queue times for pubs are abysmally long at this point and it's frustrating. Sometimes I don't want to sweat I just want to have fun and play Mirage, but the queues are insanely long.

I'm in Plat III right now and queue times are like, maybe 2 minutes? Pubs it sometimes can take 10 or more which is insane.

What bugs me more is that we know this is due to SBMM being way way too tight in pubs, which IMO is also just not good for the game. Sure, we need some loose SBMM so people can't just stomp noobs or casuals, but this? (see pic) This is no fun.

https://preview.redd.it/gzbtquqaguxg1.png?width=1348&format=png&auto=webp&s=23a22d20ae01bc7e2b2c27832e97b6e45f556234

We don't need 10-20 minute queue times just to get into lobbies like this, this is basically Masters ranked matches lmao.

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u/planedrop — 2 months ago