u/hrimfaxi_zg
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1points
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34points
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1points
tutuicmptunnel-kmod: A high-performance UDP-over-ICMP tunnel (self.selfhosted) [VPN]
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30points
tutuicmptunnel-kmod: A high-performance UDP-over-ICMP tunnel (self.WireGuard)
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26points
hrimfaxi_zg
hrimfaxi_zg
You can flip on tcp_bbr server-side if you like, but if you suspect your ISP is doing QoS/DPI on UDP, just drop in tutuicmptunnel-kmod—it’ll turn your WireGuard (or any other UDP-based tunnel) into plain ICMP echo traffic and walk straight past the filters.
hrimfaxi_zg
It’s one binary (and one kernel module) for both ends. Install the same package everywhere; afterward ktuctl lets you flag the host as server or client, no separate software to download.
hrimfaxi_zg
- tutuicmptunnel uses plain Echo Request / Echo Reply — that’s type 8 / outbound and type 0 inbound for IPv4, and type 128 → type 129 for IPv6.
The ICMP code is used by tutuicmptunnel servers to identify users, which is your user ID.
No exotic ICMP types; it’s the same packets a normal ping would generate.
- Yes, if an ISP or middle-box decides to rate-limit or drop ICMP, the tunnel will suffer just as much as throttled UDP.
The reason ICMP sometimes escapes heavy shaping is simply policy: many operators deprioritize UDP first and leave ICMP untouched because it’s “only ping traffic.”
hrimfaxi_zg
- Theoretically, yes — tutuicmptunnel supports cross-platform deployment. Both sides communicate over ICMP, so this hybrid setup is architecturally feasible.
(Note: This is a theoretical analysis; I haven’t personally tested it.)
- Yes, if the server sits behind NAT you must add a DNAT rule on the router. The rule looks like the usual TCP/UDP DNAT:
bash
iptables -t nat -A PREROUTING -d <public-IP> -p icmp \
-j DNAT --to-destination <internal-server-IP>
- Kernel ICMPv6 rate-limiting does not have anything to do with tutuicmptunnel. The sending rate is solely decided by your UDP applications, such as wireguard etc.
hrimfaxi_zg
Can you check whether commit f6d7bf9 works on your setup?
tutuicmptunnel-kmod used to communicate via a device file, but it recently switched to Netlink.
If you want, you can try an older version first.
hrimfaxi_zg
Benchmark in my test environment:
In the transmit direction, tutuicmptunnel-kmod reached 5.51 Gbits/sec—1.25× the 4.42 Gbits/sec achieved by tutuicmptunnel.
In the receive direction, it hit 5.27 Gbits/sec—1.19× the 4.43 Gbits/sec of tutuicmptunnel.
To me, the real gem of tutuicmptunnel-kmod is that it runs on OpenWrt out-of-the-box, whereas the eBPF version still obliges you to recompile the entire kernel image.
hrimfaxi_zg
If you prefer a solution based on tc-bpf (eBPF) instead of a kernel module, I also maintain a sibling project with identical functionality:
https://github.com/hrimfaxi/tutuicmptunnel
However, the kmod version (this post) is generally recommended for maximum performance on compatible kernels.
hrimfaxi_zg
i think its actually behind kaer mohen castle.
hrimfaxi_zg
Excuse me but can you check your message inbox please? I already sent a few in case of you missed.
hrimfaxi_zg
Do you use nvidia driver? If you use a custom kernel then you should use dkms version of nvidia kernel driver to build NVIDIA/nvdidia_drm modules.
hrimfaxi_zg
I think its up to your encoding mode. If you just use cpu to decode h264 frames then send to your GPU, then without rebar there will be devastating performance loss as your encoding test used smoothing and cropping. But if you chose let gpu transcode your h264 streams by ffmpeg command line "-hwaccel qsv -hwaccel_output_format qsv" before "-i", then your encoding performance would be ok even without ReBAR. Because in transcode mode there would be no heavy memory bandwidth pressure.
hrimfaxi_zg
installed 1.61 patch on my ps5. Still no any FSR setting in video/graphics section.
hrimfaxi_zg
I tried with 1070 but only black screen with HUD on. Which directX version in Control are you using?
hrimfaxi_zg
Does b450 have reliable support for pci-e 4.0? 6500xt performance can be deveasted without it.
hrimfaxi_zg
hrimfaxi_zg
I did the test myself and the result is excellent! To me the most improvement is the heavy stuttering once overrun in the witcher 3, is mostly gone by now. Now the game experience can rival those in Windows. Voila!
Here is my environment:
CPU: Intel(R) Core(TM) i7-3770K CPU [email protected]
GPU: Sapphire RX480 8G
MEM: 16GB
Mesa version(ACO enabled): 19.2.0_devel.113862.3f3665b8d52-1
hrimfaxi_zg
Did anyone test the witcher 3?
hrimfaxi_zg
Can confirm this fixed my HP x360 ryzen 1080p resolution bug. Now I can freely choose 720p in Witcher 3 now!
PS: Before upgrading driver I upgraded the latest F.19 bios.
PS2: Fallout 4 still suffers from corrupted display after switching back from desktop. Hint: you can work it around by setting desktop resolution to 720p BEFORE game startup.
hrimfaxi_zg
I got this error in fallout 4:
Assertion failure at FAudio_INTERNAL_FillConvertCache (src/FAudio_ffmpeg.c:216), triggered 1 time:
'0 && "avcodec_send_packet failed" && averr'
I can choose to "Always ignore", but there is still lockup afterwards.
hrimfaxi_zg
I figured out only version 23.20.826.11520 allowed me to choose resoultions other than 1080p.
You can install radeon setting from that package. Just search ccc2_install.exe in the folder you extract and install it.
PS: Tested on my HP Envy X360.
I'm a Chinese Castlevania fan who actually really loves Belmont's Curse, and I wanted to drop some cultural context behind this wild score split.
In China, the dominant Castlevania DNA isn't the NES trilogy—it’s SotN followed by the GBA/NDS Igavanias. For an overwhelming majority of Chinese players, SotN is Castlevania. When they leave a negative review saying "this doesn't feel like Castlevania," what they actually mean is "this isn't SotN." They are expecting pure Igavania features: deep RPG progression, gear drops, low penalty, Alucard’s silky mobility, and stat-checking bosses. Belmont's Curse, on the other hand, leans heavily into classic linear, high-pressure action-platforming: heavy Belmont movement, precise jump arcs, and unforgiving environmental hazards.
Ironically, my very first entry into the franchise was Kid Dracula (yes, the Famicom spin-off with all those ridiculous spike pits), followed by CV1/2/3 and Circle of the Moon. Back in the day, I beat the NES classics on PC emulators by abuse-loading save states every 5 seconds. So to me, Castlevania was always about brutal stage design, Medusa heads knocking you into spikes, precise whip spacing, and dying repeatedly. That’s why Belmont's Curse feels right at home for me—it scratches that old-school Classicvania itch.
The funny thing about this double standard is that SotN itself was a massive departure from CV3. Alucard dropped the iconic whip, the linear stages were replaced by an inverted castle map, and platforming tension took a backseat to RPG grinding. But SotN was so legendary that it completely redefined the franchise identity for an entire generation. Now, any title that dares to honor the pre-SotN legacy gets branded as "not real Castlevania."
Core Chinese gaming forums like A9VG, NGA, and Stage1st have been heavily "SotN-pilled" for over two decades. So that "Mostly Negative" tag from Simplified Chinese reviews isn't a reflection of objective game quality—it’s just a massive mismatch of expectations from a fanbase that grew up expecting a pure Igavania clone.
As a Chinese player who was raised on Kid Dracula, CV3, and Circle of the Moon, I think Belmont's Curse is great. It’s just two completely different Castlevania DNAs at play.