So far so good. Have a look at this;. View in thread. My system seems to have downloaded the v1. To say I'm upset is an understatement.
The error you are seeing is one that pops up on the PS4 from time to time, it can be due to a number of things. If playing on a disc the first thing to do is check the disc for any scratches or smudges, I fixed the issue with one of my games a while back simply by giving the disc a wipe. If the issue remains and you are using a disc, first delete the game data and once done eject and reinsert the disc and it should start up.
DarthMasonLydia Cool, let us know if you have any other issues. Help us improve Answers HQ! Take Survey No, Thanks. Sign In or Register. See details Show less. The PS4 doesn't make it very obvious exactly what programs are running. For games, the interaction model is that opening a new game closes the previously running one. This is not how other apps work; they remain in the background indefinitely until you explicitly close them. And it's gets worse than that. If your PS4 is configured to suspend any running apps when put to rest mode, you can seemingly power on the machine into a clean state, and still have a hidden background app that's causing the OS to limit your PSN download speeds.
This might explain some of the superstitions about this on the Internet. There are people who swear that putting the machine to rest mode helps with speeds, others who say it does nothing. Or how after every firmware update people will report increased download speeds.
Odds are that nothing actually changed in the firmware; it's just that those people had done their first full reboot in a while, and finally had a system without a background app running. Those were the facts as I see them. Unfortunately this raises some new questions, which can't be answered experimentally.
With no facts, there's no option except to speculate wildly! Yes, it must be intentional. It's not any kind of subtle operating system level behavior; it's most likely the PS4 UI explicitly manipulating the socket receive buffers. But why? I think the idea here must be to not allow the network traffic of background downloads to take resources away from the foreground use of the PS4. For example if I'm playing an online shooter, it makes sense to harshly limit the background download speeds to make sure the game is getting ping times that are both low and predictable.
So there's at least some point in that 7kB receive window limit in some circumstances. It's harder to see what the point of the kB receive window limit for running any app is.
The only thing I can think of is that they're afraid that multiple simultaneous downloads, e. But even that seems like a stretch. There's an alternate theory that this is due to some non-network resource constraints e. CPU, memory, disk. I don't think that works. If the CPU or disk were the constraint, just having the appropriate priorities in place would automatically take care of this. If the download process gets starved of CPU or disk bandwidth due to a low priority, the receive buffer would fill up and the receive window would scale down dynamically, exactly when needed.
Especially in a console UI, it's a totally reasonable expectation that the foreground application gets priority. If I've got the download progress bar in the foreground, the system had damn well give that download priority. Not some application that was started a month ago, and hasn't been used since. Applying these limits in rest mode with suspended apps is beyond insane. Second, these limits get applied per-connection.
So if you've got a single download going, it'll get limited to kB of receive window. If you've got five downloads, they'll all get kB, for a total of kB. That means the efficiency of the "make sure downloads don't clog the network" policy depends purely on how many downloads are active. That's rubbish. This is all controlled on the application level, and the application knows how many downloads are active.
If there really were an optimal static receive window X, it should just be split evenly across all the downloads. Third, the core idea of applying a static receive window as a means of fighting bufferbloat is just fundamentally broken. Using the receive window as the rate limiting mechanism just means that the actual transfer rate will depend on the RTT this is why a local proxy helps.
For this kind of thing to work well, you can't have the rate limit depend on the RTT. You also can't just have somebody come up with a number once, and apply that limit to everyone. The limit needs to depend on the actual network conditions. There are ways to detect how congested the downlink is in the client-side TCP stack.
The proper fix would be to implement them, and adjust the receive window of low-priority background downloads if and only if congestion becomes an issue. That would actually be a pretty valuable feature for this kind of appliance. But I can kind of forgive this one; it's not an off the shelf feature, and maybe Sony doesn't employ any TCP kernel hackers.
Fourth, whatever method is being used to decide on whether a game is network-latency sensitive is broken. It's absurd that a demo of a single-player game idling in the initial title screen would cause the download speeds to be totally crippled. This really should be limited to actual multiplayer titles, and ideally just to periods where someone is actually playing the game online.
Just having the game running should not be enough. I have no idea. Sony must know that the PSN download speeds have been a butt of jokes for years. It's probably the biggest complaint people have with the system. So it's hard to believe that nobody was ever given the task of figuring out why it's slow. And this is not rocket science; anyone bothering to look into it would find these problems in a day.
But it seems equally impossible that they know of the cause, but decided not to apply any of the the trivial fixes to it. Hell, it wouldn't even need to be a proper technical fix. It could just be a piece of text saying that downloads will work faster with all other apps closed.
So while it's possible to speculate in an informed manner about other things, this particular question will remain as an open mystery. Big companies don't always get things done very efficiently, eh? So idle that I hadn't even logged in, the app was in the login screen.
The CDN that was being used from to was using a delay-based congestion control algorithm, and reacting to the extra latency by reducing the amount of data sent. The CDN used earlier in the connection was using a packet-loss based congestion control algorithm, and did not slow down despite seeing the latency change in exactly the same pattern.
If you liked this and want to be notified of new posts, follow me on Twitter. Very interesting post! Do not download or install updates by methods other than those described in the system documentation or on this website. If you download or install update data from a different source, by a different method, or on a system that has been altered or modified in any way, the system might not operate properly and might not be able to install the official update data.
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Please check back on this website from time to time for changes to this Agreement. Was this article helpful? What went wrong? I found the article confusing. Smart Home. Social Media. More Button Icon Circle with three vertical dots. It indicates a way to see more nav menu items inside the site menu by triggering the side menu to open and close. Taylor Lyles. You can pause a download on your PS4 in just a few simple steps.
When you pause a PS4 download, it allows you to prioritize which games update or download first. View in thread. February July - last edited July July Do you have a physical copy disk? If so, please clean the disk first - This has resolved the same issue for many players. If the issue persists:. January Help us improve Answers HQ!
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