Hmm yeah, but that’s exactly the question: What kind of performance are you trying to measure and what problem are you actually trying to solve with it?
If we implement a synthetic benchmark what kind of conclusions can we realistically draw from it?
For example, if your router proves capable of traffic shaping at 1 Gbps in a test, but fails to do so in a real-world scenario then what’s the point of the test?
Hi..i want to thanks again @Hudra for his work and @antonk for update system.
Until now even in my low speeds i get in Waveform bufferbloat test 1-3ms for download and stable 0 ms in upload direction!!
Also my rule for game console is only for UDP of course and was seeing until now that if i wasnt playing "live" and seeing something in games menu etc trophy's,medals,tanks (i play wot) and such things game menu wasnt "fast".
Now i think something has to do with "Enable Initial TCP Down-Prioritization" and "Enable Sustained TCP Down-Prioritization" game menu is much more faster ..changing tabs and so on...maybe it uses TCP traffic?Or maybe it is "placebo" from me i dont know.
For sure i "see" an improvement .
Again thank you guys.
Then it’s probably more of a placebo effect, since those two settings have always been active before. The only thing that changed is that they can now be disabled.
In statistics tab i have some "Drops" and the same number in "Overlimits" for "High Priority (Realtime)" class in normal class has only "drops" but i dont care for this class.
I change the speeds in settings but didnt change anything...i use "red" for Queue Discipline.
Can i do something about it?
And i understand "drop"....overlimit what means?
Overlimits with qdiscs typically just means that the qdisc actually engaged, this is not an error it is really just an information if you ask, did my realtime qdisc actually ever do something?