<div dir="ltr">Hi All,<br><br>I just wanted to say thanks for this discussion. I always learn from each and all of you.<br><br>Bob</div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Thu, Oct 20, 2022 at 12:40 PM Sebastian Moeller <<a href="mailto:moeller0@gmx.de">moeller0@gmx.de</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Hi Dave,<br>
<br>
<br>
> On Oct 20, 2022, at 21:12, Dave Taht via Rpm <<a href="mailto:rpm@lists.bufferbloat.net" target="_blank">rpm@lists.bufferbloat.net</a>> wrote:<br>
> <br>
> On Thu, Oct 20, 2022 at 12:04 PM Bob McMahon via Make-wifi-fast<br>
> <<a href="mailto:make-wifi-fast@lists.bufferbloat.net" target="_blank">make-wifi-fast@lists.bufferbloat.net</a>> wrote:<br>
>> <br>
>> Intel has a good analogous video on this with their CPU video here going over branches and failed predictions. And to Stuart's point, the longer pipelines make the forks worse in the amount of in-process bytes that need to be thrown away. Interactivity, in my opinion, suggests shrinking the pipeline because, with networks, there is no quick way to throw away stale data rather every forwarding device continues forward with invalid data. That's bad for the network too, spending resources on something that's no longer valid. We in the test & measurement community never measure this.<br>
> <br>
> One of my all time favorite demos was of stuart's remote desktop<br>
> scenario, where he moved the mouse and the window moved with it.<br>
<br>
[SM] Fair enough. However in 2015 I had been using NX's remote X11 desktop solution which even from Central Europe to California allowed me to remote control graphical applications way better than the first demo with the multi-second delay between mouse movement and resulting screen updates. (This was over a 6/1 Mbps ADSL link, admittedly using HTB-fq_codel, but since it did not saturate the link I assign the usability to NX's better design). I will make an impolite suggestion here, that the demonstrated screen sharing program simply had not yet been optimized/designed for longer slower paths... <br>
<br>
Regards<br>
Sebastian<br>
<br>
<br>
> <br>
>> There have been a few requests that iperf 2 measure the "bytes thrown away" per a fork (user moves a video pointer, etc.) I haven't come up with a good test yet. I'm still trying to get basic awareness about existing latency, OWD and responsiveness metrics. I do think measuring the amount of resources spent on stale data is sorta like food waste, few really pay attention to it.<br>
>> <br>
>> Bob<br>
>> <br>
>> FYI, iperf 2 supports TCP_NOTSENT_LOWAT for those interested.<br>
>> <br>
>> --tcp-write-prefetch n[kmKM]<br>
>> Set TCP_NOTSENT_LOWAT on the socket and use event based writes per select() on the socket.<br>
>> <br>
>> <br>
>> On Thu, Oct 20, 2022 at 11:32 AM Stuart Cheshire via Make-wifi-fast <<a href="mailto:make-wifi-fast@lists.bufferbloat.net" target="_blank">make-wifi-fast@lists.bufferbloat.net</a>> wrote:<br>
>>> <br>
>>> On 20 Oct 2022, at 02:36, Sebastian Moeller <<a href="mailto:moeller0@gmx.de" target="_blank">moeller0@gmx.de</a>> wrote:<br>
>>> <br>
>>>> Hi Stuart,<br>
>>>> <br>
>>>> [SM] That seems to be somewhat optimistic. We have been there before, short of mandating actually-working oracle schedulers on all end-points, intermediate hops will see queues some more and some less transient. So we can strive to minimize queue build-up sure, but can not avoid queues and long queues completely so we need methods to deal with them gracefully.<br>
>>>> Also not many applications are actually helped all that much by letting information get stale in their own buffers as compared to an on-path queue. Think an on-line reaction-time gated game, the need is to distribute current world state to all participating clients ASAP.<br>
>>> <br>
>>> I’m afraid you are wrong about this. If an on-line game wants low delay, the only answer is for it to avoid generating position updates faster than the network carry them. One packet giving the current game player position is better than a backlog of ten previous stale ones waiting to go out. Sending packets faster than the network can carry them does not get them to the destination faster; it gets them there slower. The same applies to frames in a screen sharing application. Sending the current state of the screen *now* is better than having a backlog of ten previous stale frames sitting in buffers somewhere on their way to the destination. Stale data is not inevitable. Applications don’t need to have stale data if they avoid generating stale data in the first place.<br>
>>> <br>
>>> Please watch this video, which explains it better than I can in a written email:<br>
>>> <br>
>>> <<a href="https://developer.apple.com/videos/play/wwdc2015/719/?time=892" rel="noreferrer" target="_blank">https://developer.apple.com/videos/play/wwdc2015/719/?time=892</a>><br>
>>> <br>
>>> Stuart Cheshire<br>
>>> <br>
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>> <br>
>> <br>
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> <br>
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> <br>
> -- <br>
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> Dave Täht CEO, TekLibre, LLC<br>
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