I cannot think of a game that uses more than 50k in each direction. The game servers are obviously an aggregate of the amount of clients - Latency is everything.
-----Original Message----- From: cisco-nsp [mailto:[email protected]] On Behalf Of Chuck Church Sent: 09 December 2015 15:02 To: 'Jared Mauch' Cc: [email protected] Subject: Re: [c-nsp] Equipment for a large-ish LAN event -----Original Message----- From: Jared Mauch [mailto:[email protected]] Sent: Wednesday, December 09, 2015 8:41 AM To: Chuck Church <[email protected]> Cc: [email protected]; [email protected] Subject: Re: [c-nsp] Equipment for a large-ish LAN event >If bandwidth isn’t an issue QoS adds no value and increases complexity >unnecessarily. I was thinking for worst case, perhaps a sore loser after getting killed in the game decides to generate traffic with the intention of creating issues, or maybe just fires up bit torrent or other bandwidth hog type things. Granted I haven't played games in a good 8 years or more, but in my experience, the latency stats the game provides for you and others is something gamers watch. They'll bitch if someone next to them has a claimed 1 ms advantage. By priority queuing game traffic, no matter what else is going on, the game should still fly. Obviously you don't want to starve out your management protocols with the QOS, but that is trivial overhead. Chuck _______________________________________________ cisco-nsp mailing list [email protected] https://puck.nether.net/mailman/listinfo/cisco-nsp archive at http://puck.nether.net/pipermail/cisco-nsp/ _______________________________________________ cisco-nsp mailing list [email protected] https://puck.nether.net/mailman/listinfo/cisco-nsp archive at http://puck.nether.net/pipermail/cisco-nsp/
