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scenario-gargoyleforgamers [2015/04/27 02:52] nworbnhoj created |
scenario-gargoyleforgamers [2015/08/31 14:19] (current) nworbnhoj [Scenario] alternate approach |
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- | Scenario: A gamer, living with family who don't understand that every youtube video, every facebook refresh, every google search uses bandwidth and can cause you frustrating lag spikes. | + | ==== Scenario |
+ | A gamer, living with family who don't understand that every youtube video, every facebook refresh, every google search uses bandwidth and can cause you frustrating lag spikes. | ||
- | Objective: Play games that rely on low ping times without worrying about mum/dad/the family pet causing you to lag and miss those delicious headshots/ | + | ==== Objective |
+ | Play games that rely on low ping times without worrying about mum/dad/the family pet causing you to lag and miss those delicious headshots/ | ||
- | Assign Static IPs | + | ==== Assign Static IPs ==== |
Assign a fixed static IP address to each device (mobile, laptop, tablet etc) and keep the static IPs for each person together in a group. | Assign a fixed static IP address to each device (mobile, laptop, tablet etc) and keep the static IPs for each person together in a group. | ||
- | Gargoyle - Connection - DHCP | ||
- | DHCP | + | == Gargoyle - Connection - DHCP == |
- | ☑ LAN DHCP Server Enabled | + | ^ DHCP ^^ |
- | DHCP range | + | |☑ LAN DHCP Server Enabled |
- | Start 192.168.1.100 | + | |DHCP range \\ Start 192.168.1.100 |
- | End: 192.168.1.249 | + | ^ Static IP' |
- | Static IP's | + | | Printer |
- | Printer 192.168.1.2 | + | | Dad-laptop |
- | Dad-laptop 192.168.1.50 | + | | Dad-mobile |
- | Dad-mobile 192.168.1.51 | + | | Mum-tablet |
- | Mum-tablet 192.168.1.60 | + | | Mum-mobile |
- | Mum-mobile 192.168.1.61 | + | | Sister-laptop |
- | Sister-laptop 192.168.1.70 | + | | Sister-mobile |
- | Sister-mobile 192.168.1.71 | + | | Sister-tablet |
- | Sister-tablet 192.168.1.72 | + | | [[http:// |
- | Gamer-pc 192.168.1.80 | + | | [[http:// |
- | Gamer-mobile 192.168.1.81 | + | |
- | Guarantee performance for the gamer | + | |
+ | ==== Guarantee performance for the gamer ==== | ||
Limit the performance impact of the rest of the family on the gamer, without choking the families connection (we want to give ourselves an advantage, but not cause dinner table arguments!) | Limit the performance impact of the rest of the family on the gamer, without choking the families connection (we want to give ourselves an advantage, but not cause dinner table arguments!) | ||
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Before giving examples of real-world settings, lets talk about how to calculate those settings. | Before giving examples of real-world settings, lets talk about how to calculate those settings. | ||
A simple example we can begin with is Teamspeak 3, a Voice Chat client used by many gamers, and crucial to the success of the team. | A simple example we can begin with is Teamspeak 3, a Voice Chat client used by many gamers, and crucial to the success of the team. | ||
- | Connect to the server you will be speaking on the majority of the time, and look at the connection address. What is the port that is being used by the server? Write this down. In my example the port is 9987. | ||
- | Connect to the channel you will be speaking in the majority of the time. Check the properties of the channel, you want to find the information on "Codec Quality", | ||
- | The upload calculation is easy. When you speak, you transmit your own voice to the server, which then retransmits it to all the clients. So your upload is just 9.23KB/s x 8 = 73.84Kbps. Keep this for later. | ||
- | The download calculation is a bit less simple. You need to know how many people you will be listening to at once. Lets say you are playing a team game, and there will be 4 others on your team. IF everyone speaks at once, then the maximum you will be listening to is 4 x 9.23KB/s x 8. During intense fights, it is not unlikely that everyone may be yelling at once, so it is usually best to estimate this at the maximum number. If you were in a channel where there were spectators, you might have your 4 team mates speaking at once and 2 spectators at the same time. Use your best judgement here. | ||
- | In our example we will assume only our team mates will be speaking so 9.23KB/s x 4 x 8 = 295.36Kbps. | ||
- | Gargoyle - Firewall - QoS (Upload) | + | Connect to the server you will be speaking on the majority of the time, and look at the connection address. What is the port that is being used by the server? Write this down. In this example the port is 9987. |
+ | Connect to the channel you will be speaking in the majority of the time. Check the properties of the channel, you want to find the information on "Codec Quality", | ||
- | ☑ Enable Quality of Service (Upload Direction) | + | The upload calculation is easy. When you speak, you transmit your own voice to the server, which then retransmits it to all the clients. So your upload is just 9.23KB/s x 8 = 73.84Kbps. Keep this for later. |
- | QoS (Upload) – Service Classes | + | The download calculation is a bit less simple. You need to know how many people you will be listening to at once. Lets say you are playing a team game, and there will be 4 others on your team. IF everyone speaks at once, then the maximum you will be listening to is 4 x 9.23KB/s x 8. During intense fights, it is not unlikely that everyone may be yelling at once, so it is usually best to estimate this at the maximum |
- | Service Class Name: TS3 | + | In this example we will assume only our team mates will be speaking so 9.23KB/s x 4 x 8 = 295.36Kbps. |
- | Percent Bandwidth | + | |
- | Bandwidth minimum: 73.84 | + | |
- | Bandwidth | + | |
- | QoS (Upload) – Classification Rules | + | Note: Create the new Service Class before the Classification Rule. |
- | Source IP: 192.168.1.80 | + | |
- | Destination Port(s): 9987 | + | |
- | Transport Protocol: UDP | + | |
- | Set Service Class To: TS3 | + | |
- | Gargoyle - Firewall - QoS (Download) | + | === Gargoyle - Firewall - QoS (Upload) === |
- | ☑ Enable Quality of Service (Download Direction) | + | |
- | QoS (Download) – Service Classes | + | ^QoS (Upload) -- Classification Rules ^^ |
- | Service Class Name: TS3 | + | |☑ Enable Quality of Service (Upload Direction)|| |
- | Percent Bandwidth at Capacity: | + | |Source IP: \\ Destination Port(s): \\ Transport Protocol: \\ Set Service Class To: | 192.168.1.80 \\ 9987 \\ UDP \\ TS3 | |
- | Bandwidth minimum: | + | ^QoS (Upload) – Service Classes |
- | Bandwidth maximum: No | + | |Service Class Name: \\ Percent Bandwidth at Capacity: |
- | Minimize Round Trip Times (RTT): Minimize RTT (ping times) when active | + | |
- | QoS (Download) – Classification Rules | ||
- | Source Port(s): 9987 | ||
- | Destination IP: 192.168.1.80 | ||
- | Transport Protocol: UDP | ||
- | Set Service Class To: TS3 | ||
- | + | === Gargoyle - Firewall - QoS (Download) === | |
- | QoS (Download) – Active Congestion Control | + | ^QoS (Download) – Classification Rules ^^ |
- | ☑ Enable active congestion control (Download Direction) | + | | ☑ Enable Quality of Service (Download Direction) || |
+ | | Source Port(s): \\ Destination IP: \\ Transport Protocol: \\ Set Service Class To: | 9987 \\ 192.168.1.80 \\ UDP \\ TS3 | | ||
+ | ^ QoS (Download) – Service Classes ^^ | ||
+ | | Service Class Name: \\ Percent Bandwidth at Capacity: \\ Bandwidth minimum: \\ Bandwidth maximum: \\ Minimize Round Trip Times (RTT): | TS3 \\ 295.36/ | ||
+ | ^ QoS (Download) – Active Congestion Control | ||
+ | |☑ Enable active congestion control (Download Direction) | ||
Apply these settings, and check that your data is being classed as TS3 in the Status - QOS Distribution pie graphs. | Apply these settings, and check that your data is being classed as TS3 in the Status - QOS Distribution pie graphs. | ||
- | |||
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Do some research on what your game requires to upload and download. You can estimate this by playing a full game, dividing your total download by the length of the game. If you have plenty of bandwidth, you can be a bit liberal with your estimations (rather go over than under). If the bandwidth is a bit tight, then try to estimate accurately, but give yourself a small amount of headroom. | Do some research on what your game requires to upload and download. You can estimate this by playing a full game, dividing your total download by the length of the game. If you have plenty of bandwidth, you can be a bit liberal with your estimations (rather go over than under). If the bandwidth is a bit tight, then try to estimate accurately, but give yourself a small amount of headroom. | ||
- | For DOTA 2, i have over estimated the download at 1024kbps (it approaches this number if everyone is using in game voice chat, but its rarely this large). I have over estiamted the upload at 240kbps. | ||
- | Once you have setup all the rules, you can monitor the " | ||
- | We also need to know what Ports our game uses. Dota uses 27005 (like a lot of steam games). | ||
- | Using these assumptions, lets create some service classes and rules. | + | For DOTA 2, an over estimated of the download is 1024kbps (it approaches this number if everyone is using in game voice chat, but its rarely this large). An over estimated of the upload at 240kbps. |
- | Gargoyle - Firewall - QoS (Upload) | + | Once you have setup all the rules, you can monitor the " |
- | ☑ Enable Quality | + | We also need to know what Ports our game uses. Dota uses 27005 (like a lot of steam games). |
- | + | ||
- | QoS (Upload) – Service Classes | + | |
- | Service Class Name: Games | + | |
- | Percent Bandwidth at Capacity: = 240/Total Upload Bandwidth | + | |
- | Bandwidth minimum: 240 | + | |
- | Bandwidth maximum: No | + | |
- | + | ||
- | QoS (Upload) – Classification Rules | + | |
- | Source IP: 192.168.1.80 | + | |
- | Source Port(s): 27005 | + | |
- | Transport Protocol: UDP | + | |
- | Set Service Class To: Games | + | |
- | Gargoyle - Firewall - QoS (Download) | + | Using these assumptions, |
- | ☑ Enable Quality of Service | + | |
- | QoS (Download) – Service Classes | + | === Gargoyle - Firewall - QoS (Upload) === |
- | Service Class Name: Games | + | |
- | Percent Bandwidth at Capacity: | + | |
- | Bandwidth minimum: 1024 | + | |
- | Bandwidth maximum: No | + | |
- | Minimize Round Trip Times (RTT): Minimize RTT (ping times) when active | + | |
- | QoS (Download) – Classification Rules | ||
- | Destination Port(s): 27005 | ||
- | Destination IP: 192.168.1.80 | ||
- | Transport Protocol: UDP | ||
- | Set Service Class To: Games | ||
+ | ^QoS (Upload) -- Classification Rules ^^ | ||
+ | |☑ Enable Quality of Service (Upload Direction)|| | ||
+ | |Source IP: \\ Destination Port(s): \\ Transport Protocol: \\ Set Service Class To: | 192.168.1.80 \\ 27005 \\ UDP \\ Games | | ||
+ | ^QoS (Upload) – Service Classes ^^ | ||
+ | |Service Class Name: \\ Percent Bandwidth at Capacity: \\ Bandwidth minimum: \\ Bandwidth maximum: | Games \\ 240/Total Upload Bandwidth \\ 240 \\ No | | ||
- | QoS (Download) – Active Congestion Control | ||
- | ☑ Enable active congestion control (Download Direction) | ||
+ | === Gargoyle - Firewall - QoS (Download) === | ||
+ | ^QoS (Download) – Classification Rules ^^ | ||
+ | | ☑ Enable Quality of Service (Download Direction) || | ||
+ | | Source Port(s): \\ Destination IP: \\ Transport Protocol: \\ Set Service Class To: | 27005 \\ 192.168.1.80 \\ UDP \\ Games | | ||
+ | ^ QoS (Download) – Service Classes ^^ | ||
+ | | Service Class Name: \\ Percent Bandwidth at Capacity: \\ Bandwidth minimum: \\ Bandwidth maximum: \\ Minimize Round Trip Times (RTT): | Games \\ 1024/Total Download Bandwidth \\ 1024 \\ No \\ Minimize RTT (ping times) when active | | ||
+ | ^ QoS (Download) – Active Congestion Control ^^ | ||
+ | |☑ Enable active congestion control (Download Direction) || | ||
Launch up a game of dota and see if your traffic is put into the " | Launch up a game of dota and see if your traffic is put into the " |