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Nintendo 3DS
Snickerstream - Unified NTR and HzMod streaming client for the 3DS
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<blockquote data-quote="RattletraPM" data-source="post: 7906527" data-attributes="member: 412124"><p>This is your issue then - the quality value must be higher than 10. It's actually a mistake on my side as I meant to code in a check there, but honestly... I forgot <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite4" alt=":glare:" title="glare :glare:" loading="lazy" data-shortname=":glare:" />. Anyways, yeah - for the time being, if you set the quality value to anything less than 10 it will just revert to NTR's internal defaults.</p><p></p><p></p><p>Here comes the wall of text!</p><p></p><p>Keep in mind that dropping packets right after opening Snickerstream is to be expected (unless you're extremely lucky, the client needs to catch up a bit before it can start displaying the frames, so some packets get intentionally dropped until Snickerstream the first packet in a stream for a given frame). Not to mention, dropping a few packets here and there is completely normal and doesn't have anything to do with your connection's speed (unless you've specified an external IP address for your 3DS and you're streaming over the internet, which you shouldn't be doing for a long list of reasons, all the networking operations are happening on your WLAN which is independent from your internet speed and usually very fast). What usually causes the packet drops is the 3DS's hardware, which is already underpowered as it is, so screen streaming is only making matters worse.</p><p></p><p>Still, you should also keep in mind that the log might make you think you're dropping a hell of a lot more packets than you might be! Keep in mind that a single frame is split into 120+ UDP packets when being sent to your PC at a quality of around 40-45, and this number will only get higher if you increase the quality. And if you take into account that you're receiving anywhere from 30 to 45 of these frames per second, well, you'll quickly realize how many packets each second your PC has to receive from your console. Of course you want to try and drop as less as you can (which is why it's not a good idea to crank the quality setting all the way to 100) but even a high drop rate of 1 or 2 packets per second isn't going to affect your stream by a whole lot (and Snickerstream's log will also let you know that every other packet received for that frame are going to be ignored too, which is useful for debugging purposes but might scare you if you're only giving the log a quick glimpse!)</p></blockquote><p></p>
[QUOTE="RattletraPM, post: 7906527, member: 412124"] This is your issue then - the quality value must be higher than 10. It's actually a mistake on my side as I meant to code in a check there, but honestly... I forgot :glare:. Anyways, yeah - for the time being, if you set the quality value to anything less than 10 it will just revert to NTR's internal defaults. Here comes the wall of text! Keep in mind that dropping packets right after opening Snickerstream is to be expected (unless you're extremely lucky, the client needs to catch up a bit before it can start displaying the frames, so some packets get intentionally dropped until Snickerstream the first packet in a stream for a given frame). Not to mention, dropping a few packets here and there is completely normal and doesn't have anything to do with your connection's speed (unless you've specified an external IP address for your 3DS and you're streaming over the internet, which you shouldn't be doing for a long list of reasons, all the networking operations are happening on your WLAN which is independent from your internet speed and usually very fast). What usually causes the packet drops is the 3DS's hardware, which is already underpowered as it is, so screen streaming is only making matters worse. Still, you should also keep in mind that the log might make you think you're dropping a hell of a lot more packets than you might be! Keep in mind that a single frame is split into 120+ UDP packets when being sent to your PC at a quality of around 40-45, and this number will only get higher if you increase the quality. And if you take into account that you're receiving anywhere from 30 to 45 of these frames per second, well, you'll quickly realize how many packets each second your PC has to receive from your console. Of course you want to try and drop as less as you can (which is why it's not a good idea to crank the quality setting all the way to 100) but even a high drop rate of 1 or 2 packets per second isn't going to affect your stream by a whole lot (and Snickerstream's log will also let you know that every other packet received for that frame are going to be ignored too, which is useful for debugging purposes but might scare you if you're only giving the log a quick glimpse!) [/QUOTE]
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