<div dir="ltr"><div class="gmail_default" style="font-size:small">My memory is that some games do set diffserv bits, but I don't remember exactly which one is set by what games. PFIFO-FAST reputedly had support for that particular code point. (rather, PFIFO-FAST had some sort of support, and the gamers noticed and some used it.</div><div class="gmail_default" style="font-size:small"><br></div><div class="gmail_default" style="font-size:small">I mostly agree with the rest of Dave Reed's points, with some caveats.</div></div><br><div class="gmail_quote"><div dir="ltr">On Wed, Jul 25, 2018 at 2:54 PM <a href="mailto:dpreed@deepplum.com">dpreed@deepplum.com</a> <<a href="mailto:dpreed@deepplum.com">dpreed@deepplum.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">I don't quite understand this. Diffserv may exist, but no Internet operators support it. It may be "supported" in edge devices, but since the "service" is in the network queueing, who cares?<br>
<br>
The Linux gamer market is rounding error in the global game community.<br>
<br>
And console gamers depend on the ISP's non-implementation.<br>
<br>
Caveat: I have said for years that diffserv's huge list of codepoints is essentially the result of a committee that has gone wild, creating a standard that is missing any useful path to adoption. There's no computable "translation" of the vague descriptions in the standard to a predictable router queueing behavior. This is super true in places like LTE, where you can observe bad congestion and bufferbloat even today.<br>
<br>
Discussing what codepoint means what is like discussing trivia about an imaginary fantasy land.<br>
<br>
-----Original Message-----<br>
From: "Dave Taht" <<a href="mailto:dave.taht@gmail.com" target="_blank">dave.taht@gmail.com</a>><br>
Sent: Tuesday, July 24, 2018 8:34pm<br>
To: "Jonathan Morton" <<a href="mailto:chromatix99@gmail.com" target="_blank">chromatix99@gmail.com</a>><br>
Cc: "Cake List" <<a href="mailto:cake@lists.bufferbloat.net" target="_blank">cake@lists.bufferbloat.net</a>>, "Make-Wifi-fast" <<a href="mailto:make-wifi-fast@lists.bufferbloat.net" target="_blank">make-wifi-fast@lists.bufferbloat.net</a>><br>
Subject: Re: [Make-wifi-fast] [Cake] gaming dscp codepoint?<br>
<br>
On Tue, Jul 24, 2018 at 5:06 PM Jonathan Morton <<a href="mailto:chromatix99@gmail.com" target="_blank">chromatix99@gmail.com</a>> wrote:<br>
><br>
> > On 25 Jul, 2018, at 3:01 am, Dave Taht <<a href="mailto:dave.taht@gmail.com" target="_blank">dave.taht@gmail.com</a>> wrote:<br>
> ><br>
> > cs4?<br>
> ><br>
> > cs4 and cs5 end up (typically) in the (oft buggy) linux vi queue on wifi.<br>
> ><br>
> > ef?<br>
> ><br>
> > do any of the gamers here observe any codepoints in use? When I<br>
> > surveyed this a few years ago, I saw very little usage, and what<br>
> > little there was was all over the map.<br>
><br>
> If it were up to me,<br>
<br>
Wasn't my question. Do you observe any of your games using any codepoints?<br>
<br>
>I would use EF for realtime position/command updates and voice comms, CS0 for everything non-time-critical (like matchmaking, garage, shop), and CS1 for downloading patches.<br>
<br>
Well, I was leaning towards cs4. I no longer remember what ef maps<br>
into on linux wifi, particularly since qos_map_set was created for<br>
hostapd. Is openwrt tweaking that at all?<br>
<br>
These days my aps do not use 802.11e at all and I'm about to push a<br>
change forcing a max of 2ms per AC via the beacon.<br>
<br>
Clients on campus don't seem to use much dscp but I'm certainly seeing<br>
ecn from apple devices now.<br>
<br>
<br>
><br>
> Reason is, EF is the only DSCP I can count on being interpreted as "latency sensitive" rather than "for video streaming".<br>
><br>
> - Jonathan Morton<br>
><br>
<br>
<br>
-- <br>
<br>
Dave Täht<br>
CEO, TekLibre, LLC<br>
<a href="http://www.teklibre.com" rel="noreferrer" target="_blank">http://www.teklibre.com</a><br>
Tel: 1-669-226-2619<br>
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