I don't fully understand what you're saying here. Mainly just with how the packets couldn't be sent properly. How do you lose packets, and why didn't the game just flat out refuse to connect me to the game if it's not getting enough?
The VPN I'm using is rated pretty well, so I don't feel like the quality would be much of an issue unless you need a top-notch one. What is the difference between a private and public VPN. What's application-aware split tunneling? I feel like that's what I'm using, but not sure what the actual terminology is for it. I should be able to figure out how to do anything that needs to be done, I just need to know what needs to be done.
I've switched to an ethernet atp, but I want to figure out what is causing it to act weird only in certain games.
Sorry for the late reply, I've been busy with other things the last few days.
If I were the host of any kind of server, not just gaming servers, I might want to block people who use VPNs. As you know, VPNs are mostly for hiding your identity (although they do much more poorly than the VPN sellers would lead you to believe) It's pretty easy to block VPNs. Some VPN providers, like Proton, publish all their IPs for the world to see:
Proton would be considered a public VPN. It is well known as a VPN provider, and anyone can sign up to it. A private VPN would be one you configured yourself, for example into Amazon Web Services, or Microsoft Azure. Or, if you worked for a company, a company VPN. These are much harder to block, because they don't advertise their IPs as VPNs.
You generally don't notice lost packets for most services, because most of the internet is carried over a protocol called Transmission Control Protocol, or TCP. It has what is called "reliable delivery". If you send a stream of packets in order, say, 1,2,3,4,5 and the recipient gets 1,2,4,5 only, it's smart enough to say "Hey, I didn't get 3, can you resend?" And it happens so quick, you won't even notice it.
This is not suitable for real time protocols such as voice or gaming - If packets 1,2,3,4,5 were bits of your voice saying "Hello" "I am" Pernicious" "How are" "You", by the time the recipient hears "Hello, I am <blank> How are you?" there's no point going back and asking for what was in the <blank>. If you did, you'd just get "Hello, I am How are you Pernicious" which doesn't make any sense. Likewise with games, there's no point asking for missed and out of order instructions to be resent. The game client and game server will just resync, and this is why sometimes you jump a little bit when lag spikes.
LiteNetLib is a protocol which is somewhere in between. It's light and fast like a voice protocol, but has some built in compensation for poor quality links. If LiteNetLib isn't being successfully established, there's only two possibilities: (1) The ports are blocked. (2) The amount of loss is so high, LiteNetLib's in-built compensation can't compensate enough for it to be usable. This is why I am taking a very educated guess (as a network engineer) - that you are having packet loss.
That's all really a very long way of explaining "Your VPN is probably not as good as you think".
What is application aware split tunneling? If the Proton client is able to identify specific traffic you don't want to encrypt, it will send it out directly, which should be more reliable. Do you have access to server side logs? If so, compare the IP that you're supposedly connecting from, against your real IP. If they're the same, then you're split tunneling correctly. If not, you're still VPNing 7d2d traffic.