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Co-Founder of the Bufferbloat Project Dave Täht (born August 11, 1965) is an American network engineer , musician, lecturer, asteroid exploration advocate, and Internet activist. He is the chief executive officer of TekLibre.
Bufferbloat is the undesirable latency that comes from a router or other network equipment buffering too many data packets. Bufferbloat can also cause packet delay variation (also known as jitter), as well as reduce the overall network throughput .
This page was last edited on 26 October 2024, at 07:09 (UTC).; Text is available under the Creative Commons Attribution-ShareAlike 4.0 License; additional terms may apply.
FQ-CoDel is published as RFC8290. It is written by T. Hoeiland-Joergensen, P. McKenney, D. Täht, J. Gettys, and E. Dumazet, all members of the "bufferbloat project". [17] Common Applications Kept Enhanced (CAKE; sch_cake in Linux code) is a combined traffic shaper and AQM algorithm presented by the bufferbloat project in 2018.
In routers and switches, active queue management (AQM) is the policy of dropping packets inside a buffer associated with a network interface controller (NIC) before that buffer becomes full, often with the goal of reducing network congestion or improving end-to-end latency.
Gettys was the co-founder of the group investigating bufferbloat and the effect it has on the performance of the Internet. [4] He was a core member of the group from 2010 to 2017, concluding with his publication of "The Blind Man and the Elephant", [ 5 ] calling for the wide adoption of fair queuing and active queue management techniques across ...
It is true, that when you have bufferbloat, reducing the buffer size reduces the negative impact, but in practice there is no such thing as the optimal buffer size. The right buffer size always depends on the transmission rate, however usually you have multiple destinations with differing transmission rates, making it rather difficult to find ...
Latency, from a general point of view, is a time delay between the cause and the effect of some physical change in the system being observed. Lag, as it is known in gaming circles, refers to the latency between the input to a simulation and the visual or auditory response, often occurring because of network delay in online games.