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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 .
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.
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 ...
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.
An Internet router typically maintains a set of queues, one or more per interface, that hold packets scheduled to go out on that interface. Historically, such queues use a drop-tail discipline: a packet is put onto the queue if the queue is shorter than its maximum size (measured in packets or in bytes), and dropped otherwise.
Bufferbloat is a phenomenon in packet-switched networks in which excess buffering of packets causes high latency and packet delay variation. Bufferbloat can be addressed by a network scheduler that strategically discards packets to avoid an unnecessarily high buffering backlog. Examples include CoDel, FQ-CoDel and random early detection.
The term "bufferbloat" was NOT coined by Jim Gettys in 2010 nor was it first detailed in 2009 [ edit ] I can't find sources to corroborate this, but I first encountered the term back in 2002 or 2003.
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.