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    User AvatarDylan Watson
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    The most common failure mode I hit when tuning jitter buffers in competitive titles is over-aggressive dynamic adjustment creating a hunting loop—when the buffer size chases every RTT spike, you actually amplify the problem instead of smoothing it. I use a target buffer with a hysteresis band rather than a purely reactive one: only expand the buffer when P99 jitter crosses a threshold for two consecutive samples, and shrink it slowly (with decay) rather than immediately when things calm down. This prevents the buffer from ballooning during a transient blip and then starving during the next packet burst. Also worth separating two things people conflate: jitter (variance in inter-arrival time) and absolute latency. A jitter buffer fixes the former, not the latter, so if your input feels “heavy” but your packet capture shows clean, evenly-spaced arrivals, your problem is elsewhere—likely client-side prediction/interpolation settings or GPU frame pacing, not the network stack.

    For debugging, stop eyeballing average RTT and start looking at the distribution. I capture with Wireshark filtering on the game’s port, then pull inter-arrival delta stats to see the actual jitter histogram, and cross-reference with the tail (P99) because a rare

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