pbix wrote:Some interesting ideas but nothing for the upload rules?
I've also been mirroring my download and upload rules so far. It would probably make sense to have upload classes under tighter conditions but I haven't settled on a specific value yet.
As far as gaming goes, I would hesitate to go down to 128/128 as the default setting on packet length. For example,
here's a game with just ~9 players that already seems to be consistently above 128 but would still be reasonably captured by 512. Then there's a server with
50-60 players which is probably a lost battle altogether using the packet length method only.
The takeaway I guess is that at least the upload traffic didn't change much. I would expect most games to fall into the <512 category while keeping everything else you wouldn't want in that class to a minimum, but I'll need more research on that. For now I'll probably try 512/128 for download/upload and see how it goes.
For my personal use I just created a Gaming class with actual port numbers for the few recurring games to make sure they are always captured. The rest is at the mercy of packet length, which seemed to work well enough so far minus edge case scenarios like the 64 player server mentioned above.
encro wrote:I've used the Bufferbloat ruleset for both Uploads and Downloads but am still trying to determine the right percentage to allocate to the Fast Priority Rule. Right now I am targeting 1000 kbps for the percentile to average from but feel I may be able to dedicate more to the Normal Class instead.
As far as I understood, it basically doesn't matter. All unused bandwidth from the class is recycled and given to all the other classes. You could give it 99% bandwidth and it would be fine as long as you can't actually fill out that much. With how small those packets are, the assumption is that you'll never be able unless your total bandwidth available is really low. To be on the safe side though I'd probably just do 50-50% and see if under load your class can get anywhere near that number. If you can't, it really doesn't matter if your prioritized class has 50 or 99%.
massive wrote:I would like to try this setup, because I just can't do anything with torrents, which are very important for me.
If it's your other devices not getting bandwidth it sounds to me you simply didn't have QoS enabled at all or it was set too high. Try Volaris' barebones setup with just a single class and see if your family complains still.
Still, if you are looking to specifically throttle Torrents, the only way is to simply set your Default Service Class to the throttled one, then give the select few applications priority over it.
Since you have supervision of the Torrent client itself, you could also try setting it up such that it uses a single port or a range of ports and use that as an additional rule to make sure that traffic stays in the throttled class and not picked up by something like packet length.
You could try something like this:
Classes:
Name: Gaming, Percent BW: 1%, Min BW: [at least 512], Min RTT: Yes
Name: High, Percent BW: 60%
Name: Medium, Percent BW: 30%
Name: Bulk, Percent BW: 9%
Rules in the order they appear in:
Destination Port: [ports used by your favorite games], Class: Gaming
Source Port: 53, Connection bytes reach: 3 kBytes, Class: Medium
Source Port: 53, Class: High
Source Port: 80, Connection bytes reach: 512 kBytes, Class: Medium
Source Port: 80, Class: High
Source Port: 443, Connection bytes reach: 512 kBytes, Class: Medium
Source Port: 443, Class: High
Destination Port: [your Torrent client's], Class: Bulk
Maximum Packet Length: 512 bytes, Class: High
This is for the Download side. Swap Destination and Source ports if you are setting up the Upload side. Maximum packet length/Connection bytes reach/Gaming minimum bandwidth values can be lower on the upload side as well.