On Wed, Mar 09, 2016 at 02:45:36PM -0700, Daniel Melameth wrote:
> On Wed, Mar 9, 2016 at 10:58 AM, Christopher Sean Hilton
> <[email protected]> wrote:
> > I'm using queuing to alleviate bufferbloat and make my son's gaming
> > performance better. I'm on an asymetric cablemodem connection here in
> > the U.S. My download is 100M and my upload is 40M. I use a queue
> > definition similar to this:
> >
> >      queue ext_iface on $ext_if bandwidth 1000M max 1000M qlimit 512
> 
> This will mostly be a no op.  Your max MUST be at or below your real
> bandwidth (not interface bandwidth) and your child queues will need to
> reflect this accordingly.
> 

For me that no-op line is a reminder of what you are working
with. It's also a reflection of a weird situation that I once tested
with.

> > I'm trying to limit the bufferbloat so the depth of the queue is very
> > important. I chose values for qlimit that keep the amount of time that
> > a packet would traverse a queue down at the 0.015ms range:
> >
> >      40Mbit/s / ( 8 bit/byte * 1500 byte/packet) * 0.015s = 50 packets
> >
> > I used 48 because I'm keen on multiples of 16.
> 
> This will be difficult to get right with pf.  Does the game always use
> 1500 byte packets?  Ultimately you'll want a small queue limit (expect
> to see more dropped packets).
> 

That's just an example. In my case I derived the actual packet size
and queue depth by running "systat queue".

Thanks for the advice
-- 
Chris

      __o          "All I was trying to do was get home from work."
    _`\<,_           -Rosa Parks
___(*)/_(*)____.___o____..___..o...________ooO..._____________________
Christopher Sean Hilton                    [chris/at/vindaloo/dot/com]

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