Hello,

> On Apr 24, 2017, at 10:41, Dendari Marini <[email protected]> wrote:
> 
> Hello,
> 
> Probably correct, but you do not have to resort to believing, you can 
> actually try to measure that ;) In case I have been too subtle before, have a 
> look at https://github.com/moeller0/ATM_overhead_detector and follow the 
> instructions there...
> 
> I just used your script and it estimated an overhead of 20 bytes, so should I 
> use "overhead 20 atm" or am I missing something? In the last few days I've 
> been using "pppoe-llcsnap" ("overhead 40 atm") without any evident issue, 
> should I change it?

        Hmm, 20 seems rather interesting and something I never saw before. 
Could you share the two output plots somewhere, so I can have a look at those? 
(Also I might want tto ask for the text file that actually was generated by the 
ping collector script, just so I can run and confirm/de-bug things my self). I 
am not saying 20 is impossible, just that it is improbable enough to require 
more scrutiny.


Best Regards
        Sebastian


> 
> FWIW here's a quick example on ingress ppp that I tested using connmark
> the connmarks (1 or 2 or unmarked) being set by iptables rules on outbound
> connections/traffic classes.
> 
> Unfortunately I'm really not sure how to apply those settings to my case, 
> it's something I've never done so some hand-holding is probably needed, 
> sorry. At the moment I've limited the Steam bandwidth using the built-in 
> Basic Queue and DPI features from the ER-X. They're easy to set up but aren't 
> really ideal, would rather prefer Cake would take care about it more 
> dynamically.
> 
> Anyway about the Steam IP addresses I've noticed, in the almost three weeks 
> of testing, they're almost always the same IP blocks (most of which can be 
> found on the Steam Support website, 
> https://support.steampowered.com/kb_article.php?ref=8571-GLVN-8711). I 
> believe it would be a good starting point for limiting Steam, what do you 
> think?
> 
> On 24 April 2017 at 09:55, Sebastian Moeller <[email protected]> wrote:
> Hi David,
> 
> > On Apr 23, 2017, at 14:32, David Lang <[email protected]> wrote:
> >
> > On Sun, 23 Apr 2017, Sebastian Moeller wrote:
> >
> >>> About the per-host fairness download issue: while it's kinda resolved I 
> >>> still feel like it's mainly related to Steam, as normally downloading 
> >>> files from PC1 and PC2 halved the speed as expected even at full 
> >>> bandwidth (so no overhead, no -15%).
> >>
> >>      This might be true, but for cake to meaningfully resolve bufferbloat 
> >> you absolutely _must_ take care to account for encapsulation and overhead 
> >> one way or another.
> >
> > well, one way to account for this overhead is to set the allowed bandwidth 
> > low enough. Being precise on this overhead lets you get closer to the 
> > actual line rate, but if you have enough bandwidth, it may not really 
> > matter (i.e. if you have a 100Mb connection and only get 70Mb out of it, 
> > you probably won't notice unless you go looking)
> 
>         Violent agreement. But note that with AAL5’s rule to always use an 
> integer number of ATM cells per user packet the required bandwidth sacrifice 
> to statically cover the worst case gets ludicrous (theoretical worst case: 
> requiring 2 53 byte ATM cells for on 49 Byte data packet: 100 * 49 / (53 * 2) 
> = 46.2% and this is on top of any potential unaccounted overhead inside the 
> 49 Byte packet). Luckily the ATM padding issue is not as severe for bigger 
> packets… but still to statically fully solve modem/dslam bufferbloat the 
> required bandwidth sacrifice seems excessive… But again you are right, there 
> might be users who do not mind to go to this length. For this reason I 
> occasionally recommend to start the bandwidth at 50% to certainly rule out 
> overhead/encapsulation accounting issues (mind you take 50% as starting point 
> from which to ramp up…)
> 
> Best Regards
>         Sebastian.
> 
> 
> >
> > David Lang
> 
> 

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