<div dir="ltr"><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><br>
Right, no idea how Windows drivers behave. But odds are that the<br>
bottleneck is at the client, since that often has worse antennas than<br>
the AP. If you're in a position to take packet captures at both clients<br>
and AP you may be able to figure it out; may require tightly<br>
synchronised clocks to do properly, though.<br></blockquote><div><br></div><div>I could try running wireshark on both, it's a ton of packets, and I'll be honest, I don't know that *I* would know what to do with them. </div><div><br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<br>
How do you see the latency spikes? An end-to-end ping? You could try<br>
pinging the AP from both clients and see which one sees the latency<br>
spike...<br></blockquote><div><br></div><div>steam homestreaming has an in game performance monitor, it shows you your ping, estimated bandwidth, and how fast it's currently streaming. So when the game stutters I also notice a recorded ping/latency increase. Sadly though, it doesn't include highly detailed logs to my knowledge.</div><div><br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Yeah, those are link-layer retransmissions. The ath9k driver sometimes<br>
retries individual packets up to 30 times, which is obviously way too<br>
much...<br></blockquote><div><br></div><div>that's fun... </div></div></div><div dir="ltr">-- <br></div><div class="gmail_signature" data-smartmail="gmail_signature"><div dir="ltr">Caleb Cushing<div><br></div><div><a href="http://xenoterracide.com">http://xenoterracide.com</a></div></div></div>