Um, I wasn't sure if I should mention it, because it doesn't seem like it should be able to cause these kinds of issues. But, if you're using steam *on linux*, there's a known bug where it makes hundreds (thousands?) of DNS queries per second, during downloads, which can cause issues if the DNS server on your router starts throttling. I don't know how or if that should affect the apparent performance of cake in different tests. But the workaround is to have a local DNS cache like dnsmasq on your host (and of course it's not an issue on Windows machines). On Tue, 25 Apr 2017 at 17:06 Andy Furniss wrote: > Jonathan Morton wrote: > > > >> On 25 Apr, 2017, at 21:22, Dendari Marini > >> wrote: > >> > >> The good news is that using switch0 as inbound and pppoe0 as > >> outbound works, and I was able to set up Steam as bulk using the > >> interface on the ER-X (used DSCP 8 and used a custom DPI category). > >> I confirmed this was working by looking at the bulk traffic > >> increasing (using the "tc -s qdisc" command) and by starting > >> another download (Steam gets pretty much nothing in this case). > >> > >> The bad news is this isn't enough to fix my gaming issue (still > >> having ping spikes, latency variation and packet loss), and even > >> using it with Steam configured to use just one connection didn't > >> change much from my previous testing. > >> > >> So I'm really confused :\ What could cause ping spikes in this > >> case (assuming the multiple connections aren't the issue)? > > > > As noted, it’s far more difficult to control latency from downstream > > of a bottleneck link. If a bulk sender decides to send burstily, > > those bursts will always collect in the dumb queue at the far end and > > delay other traffic. The only true solution is to install a smart > > queue at the upstream end - but that’s not under your control. > > > > You may see some improvement from wholesale reducing the inbound > > bandwidth, to say 10Mbit. This is especially true given the high > > asymmetry of your connection, which might require dropped acks > > upstream to keep filled downstream - and dropped acks will tend to > > increase burstiness of sending on unpaced senders. > > > > You should also try to ensure ECN is fully enabled on your LAN hosts, > > especially the ones running Steam. This will help to reduce > > retransmissions and loss-recovery cycles. > > Yea, good idea - hopefully steam servers will honor that. > > Plus remember what I said about raw - you have an upstream fail case > with sacks - also see below. > > I just looked at a tcpdump I made last night doing a steam d/l, mainly > to see if I got servers in the list from the steam link posted, I did. > > The other stand out thing is there are far more sacks than I would > normally expect to see. > > tcpdump -nnr steam2.pcap src host 192.168.0.224 | grep "sack" | wc -l > reading from file steam2.pcap, link-type EN10MB (Ethernet) > 28298 > > tcpdump -nnr steam2.pcap src host 192.168.0.224 | wc -l > reading from file steam2.pcap, link-type EN10MB (Ethernet) > 44094 > > incoming count - > > tcpdump -nnr steam2.pcap dst host 192.168.0.224 | wc -l > reading from file steam2.pcap, link-type EN10MB (Ethernet) > 59319 > > That's a crazy amount especially as being in recovery means ack per packet. > > My connection is quite different from the OPs of course, ptm 66 meg sync > with cake at 60mbit for this test and the pcap was only over 12 seconds. > The servers are only 8ms away from me, 5 connections. > > I wonder if they are using bbr or something. > _______________________________________________ > Cake mailing list > Cake@lists.bufferbloat.net > https://lists.bufferbloat.net/listinfo/cake >