[Bloat] how much delay is too much delay
Noah Causin
n0manletter at gmail.com
Fri Jan 13 18:00:41 EST 2017
He mentions symptoms of bufferbloat indirectly and states his
recommended router with QOS from here on.
https://youtu.be/m1Nfxvl8vfc?t=14m36s
It is the Netgear Nighthawk X4S.
https://www.netgear.com/home/products/networking/wifi-routers/R7800.aspx
It uses fq_codel in its QOS implementation.
I'm not sure which models of the Netgear Nighthawk have airtime
fairness, but I think that is the reason the routers are highly
acclaimed by users.
On 1/13/2017 6:02 AM, Mikael Abrahamsson wrote:
>
> https://www.youtube.com/user/xFPxAUTh0r1ty
>
> This channel analyses several online games and how they work
> networkwise. It seems online games typically "tick" at 30-60Hz in that
> the game server and user application communicates this often. 60Hz
> seems to be the "golden standard", and I guess resolution of 17ms is
> fine for when things are happening.
>
> In gaming they have multiple delay components, one is "input delay"
> which relates to the time it takes from you for instance press the
> mouse button, until the game shows that it has responded by showing
> you result on screen. It seems this is typically 40-60ms, because the
> game needs to handle the input, send data to the graphics card, which
> needs to render it, and then it needs to be sent to the monitor. There
> are of course a lot more than this, but you get the idea.
>
> I don't know what the delay is from mouse-click to when the game knows
> you clicked, and then can send out this information to the game
> server, but from what I'm guessing from reading up on the topic, this
> is in the "less than 10ms" range. So theoretically, the game can send
> an update to the game server much quicker than it can display on the
> local screen.
>
> Another data point for instance for the game "Rocket League", is that
> the highest ranking players have a hard time playing effectively when
> the user-to-game server "ping" is more than approximately 100ms. I
> don't know if this is RTT, but considering they're getting around
> 130ms from a user in Texas to a server in Europe, it seems reasonable
> that this is RTT.
>
> My reason for bringing this up (again) in the bloat forum, is that
> these people are exactly the kind of people who are very sensitive to
> problems that "anti-bloat" solves. If we can come up with a solution
> that makes it less likely that these people will get "ping spikes"
> etc, and we can package up something that actually solves this
> (preferrably something they can go to the store and buy outright),
> this would be a great way to "market" it. I'm quite sure they'd be
> interested in making videos about it to make more people aware of the
> problem.
>
> There are multiple "gaming routers" out there, with "QoS". I have no
> idea what this "QoS" does. If anyone knows, I'd be very interested in
> knowing more.
>
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