Client-side fix for OG Steam Deck (RTL8822CE/rtw88) flapping ~once a minute on SteamOS: disable IWD periodic scan + disable Wi-Fi power save via NM dispatcher. Cross-linked with the 160MHz airtime article; registered in SUMMARY.md nav.
115 lines
5.9 KiB
Markdown
115 lines
5.9 KiB
Markdown
---
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title: "Wi-Fi Game Streaming Stutter: 160 MHz Channel Width Saturating the 5 GHz Radio"
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domain: troubleshooting
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category: networking
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tags: [wifi, 5ghz, 160mhz, channel-width, dfs, steam-deck, game-streaming, asuswrt, airtime, chanim]
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status: published
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created: 2026-06-13
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updated: 2026-06-13
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---
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# Wi-Fi Game Streaming Stutter: 160 MHz Channel Width Saturating the 5 GHz Radio
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## 🛑 Problem
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Streaming a game from a desktop (wired) to a Steam Deck over Wi-Fi was stuttering intermittently — fine for a while, then choppy, hard to reproduce on demand. Throughput tests "looked fine," which is exactly why it was hard to pin down: **game streaming fails on jitter and microbursts of contention, not on average bandwidth.**
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The Wi-Fi was an Asus RT-AX82U (AsusWRT, stock firmware) with the 5 GHz radio set to **Auto channel at 160 MHz width**.
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## 🔍 Diagnosis
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The key insight: **signal was excellent, but latency was not.** That combination means the airwaves are busy, not weak.
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### Step 1 — Measure jitter to the gateway from a Wi-Fi client
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```bash
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ping -c 20 -i 0.2 192.168.50.1
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# round-trip min/avg/max/stddev = 7.5/27.0/61.0/16.5 ms
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```
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27 ms **average** and 16 ms of jitter to your *own router* over Wi-Fi is pathological. A healthy 5 GHz link sits at 2–5 ms. Yet the client's signal was **-43 dBm** (excellent) with a clean **-92 dBm** noise floor. Strong signal + high jitter = **airtime contention**, not range or interference at the receiver.
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### Step 2 — Confirm channel utilization at the router
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AsusWRT/Broadcom exposes per-channel airtime stats via `wl chanim_stats`. SSH into the router and run it against the 5 GHz interface:
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```bash
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# 5 GHz interface name varies (eth6/eth7); resolve it from nvram
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IF=$(nvram get wl1_ifname)
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wl -i "$IF" chanspec # e.g. 36/160 (0xe832) → channel 36, 160 MHz
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wl -i "$IF" assoclist | wc -l # number of associated 5 GHz clients
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wl -i "$IF" chanim_stats
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```
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The smoking gun (`chanim_stats`, version 3):
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```
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chanspec tx inbss obss nocat nopkt doze txop goodtx badtx glitch ... idle
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0xe832 92 2 1 2 1 0 4 8 81 2 14
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```
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Read it as percentages of airtime:
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| Field | Value | Meaning |
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|-------|-------|---------|
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| `tx` | **92** | Channel busy transmitting 92% of the time |
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| `txop` | **4** | Transmit-opportunities available only 4% — the channel is starved |
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| `idle` | **14** | Channel idle only 14% |
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| `goodtx` / `badtx` | 8 / **81** | Failed/retried transmits vastly outnumber good ones |
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Seventeen clients were associated to that one 5 GHz radio.
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### Step 3 — Understand why 160 MHz makes it worse
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A 160 MHz channel on the lower 5 GHz band spans channels **36–64**, which overlaps DFS sub-blocks. To stay clean it needs 160 MHz of *uncontended* spectrum — but in a dense RF environment (≈25 neighbor APs here, several on 5 GHz channels 48/52/100/132/153 that overlap or border the block), any one busy neighbor degrades the **entire** wide channel. 160 MHz also makes the radio **DFS-radar exposed**: a single radar detection forces a channel-switch with a 1 s+ blackout — a stream-killer.
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So 160 MHz buys a higher *peak* PHY rate that game streaming doesn't need, at the cost of the *stability* it absolutely does.
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## ✅ Fix
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Drop the 5 GHz radio to **80 MHz** and pin it to a **non-DFS** channel (UNII-1: 36/40/44/48 — no radar, no DFS blackouts).
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GUI: **Wireless → 5 GHz → Channel Bandwidth = 80 MHz**, **Control Channel = 36**, turn off "Auto."
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Or over SSH (`nvram` + `restart_wireless`):
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```bash
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nvram set wl1_bw_cap=7 # cap at 80 MHz (bitmask: 1=20, 3=40, 7=80, 15=160)
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nvram set wl1_chanspec=36/80 # channel 36 @ 80 MHz
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nvram set wl1_channel=36
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nvram commit
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service restart_wireless # ~15-20s radio bounce, drops all clients briefly
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```
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> [!warning] `restart_wireless` drops every Wi-Fi client for 15–20 seconds. `nvram commit` runs *before* the restart, so the config persists even if your own SSH/Wi-Fi session drops.
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## 📊 Result
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Verified from both the router and a client after the radio came back:
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| Metric | Before (36/160) | After (36/80) |
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|--------|-----------------|---------------|
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| Channel tx-busy | 92% | **9%** |
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| Transmit-opportunity available | 4% | **79%** |
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| Channel idle | 14% | **87%** |
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| Failed tx (`badtx` vs `goodtx`) | 81 vs 8 | **1 vs 3** |
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| Gateway ping (avg / floor) | 27 ms / 7.5 ms | **9 ms / 2.7 ms** |
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| PHY peak rate | 1729 Mbps | 1200 Mbps |
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The PHY peak dropped (narrower channel) but that is irrelevant — Steam Remote Play wants ~30–50 Mbps with *consistent* airtime, which it now has. The stutter resolved.
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## 🧠 Takeaways
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- **Diagnose Wi-Fi streaming problems with jitter, not throughput.** A speed test can pass while a stream stutters. Ping your gateway and watch the stddev.
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- **Strong signal + high latency = airtime congestion.** Don't chase signal strength when RSSI is already good; look at channel utilization (`chanim_stats`).
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- **160 MHz is a trap in a dense RF environment.** Use 80 MHz for reliability; reserve 160 MHz for clean spectrum and short range.
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- **Prefer non-DFS channels (36–48) for anything latency-sensitive** — DFS radar events cause silent multi-second dropouts.
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- **Wire the *source*.** The streaming PC should be on Ethernet so the video only crosses the air once (AP → handheld). The handheld has to be Wi-Fi; the desktop doesn't.
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- **Isolate IoT on 2.4 GHz** (separate SSID) so it never competes for 5 GHz airtime with latency-sensitive clients.
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## Related
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- [Steam Deck Wi-Fi Flapping: IWD Periodic Scan + rtw88 Power Save](steam-deck-wifi-flapping-iwd-periodic-scan-rtw88.md) — the *other* Steam Deck Wi-Fi issue (client-side flap), distinct from this router-side airtime problem.
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- [Network Overview](../../02-selfhosting/dns-networking/network-overview.md)
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- [Wake-on-LAN via Router SSH](../../02-selfhosting/dns-networking/wake-on-lan-router-ssh.md)
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- [Pi-hole v6 Group Management — Per-Client DNS Rules](../../02-selfhosting/dns-networking/pihole-v6-group-management.md)
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