Ivan Voras wrote:
I understand this bottleneck, and know (at least in theory :) ) how it
could be solved, but my problems are not directly related to that:
- For small (but consistent in size) packet sizes, I get randomly
varying round-trip times, and much lower packets-per-second ratio then
with big packets (consistent in size) with the exact same lock-step
protocol. Packet generation and processing are not CPU intensive.
- When using big packets (actually, when switching back and forth from
small packets to big packets), the PPS performance starts low and
climbs to "normal" levels, and I'd like to avoid this. This is a local
network with 0 errors.
My guess would be that it's an effect of how TCP works. The slow start,
for instance (but
I saw you had tried setting TCP_NODELAY). Maybe you should experiement
with UDP
as the transport protocol instead. Of course, it requires more work if
you need
reliable and in-order delivery. But if you want low roundtrip times, use
UDP. There isn't
an online action game today that uses TCP, because it's not suited for
applications which
need fast response times.
Cheers,
/Ragnar
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