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Does ASUS Merlin's QoS consider DSCP?

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Coldblackice

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[tl;dr]

Does Asuswrt-Merlin's Adaptive QoS factor in DSCP ? If so, to what extent?

I'm trying to determine if making a DSCP policy (via Windows Group Policy) for my UDP-heavy program would benefit it.
 
[Background]

I get intermittent bouts of rubber-banding/desync in an online game, "Rust" (Unity/RakNet), e.g. firing my weapon but server doesn't register it. No server issues, other players unaffected, ping ~30-40, traceroutes don't reveal issues, PC specs/drivers/performance not the issue.

It seems to occur most:
  • The longer I play into a session, even after restarting game
  • The more players around me, even if off-screen/out of sight
I assume it's related to the flurry of UDP packets going both directions. Adaptive QoS "Classification" shows ~200-300 pps down (UDP), ~100+ pps up (UDP).

Surprisingly, QoS shows these packets classified under "Work-From-Home" category instead of "Gaming". Apparently TrendMicro's "Gaming" only factors Steam's TCP connects, and not games' UDPs.

Hence, I'm wondering if I'd benefit from:
  • A DSCP policy in Windows GP for Rust (attached)
  • Setting Merlin's QoS to:
    • "Work-From-Home" mode
    • "Custom" mode, with:
      • "Gaming" 1st, "Work-From-Home" 2nd
      • "Work-From-Home" 1st, "Gaming" 2nd
  • NAT Acceleration on vs. off
  • Lowering UDP Timeouts (current: UDP Assured=180, Unreplied=30)

[Specs]
  • RT-AC68U @ 1200 MHz / 800 MHz
  • Asuswrt-Merlin v386.13
  • Game Device Prioritizing: Enabled
  • Adaptive QoS: alternating between "Gaming" or "Custom" ("Gaming"->"Work-From-Home" | "Work-From-Home"->"Gaming")
  • ISP speed: 100 Down / 300 Up
  • QoS bandwidth limit to 45/45 (A+ bufferbloat rating, I know this test is flawed)


New DSCP policy:

1712997846244.png
 

Attachments

  • DSCP Policy-RT-AC68U.png
    DSCP Policy-RT-AC68U.png
    62.7 KB · Views: 16
[Background]

I get intermittent bouts of rubber-banding/desync in an online game, "Rust" (Unity/RakNet), e.g. firing my weapon but server doesn't register it. No server issues, other players unaffected, ping ~30-40, traceroutes don't reveal issues, PC specs/drivers/performance not the issue.

It seems to occur most:
  • The longer I play into a session, even after restarting game
  • The more players around me, even if off-screen/out of sight
I assume it's related to the flurry of UDP packets going both directions. Adaptive QoS "Classification" shows ~200-300 pps down (UDP), ~100+ pps up (UDP).

Surprisingly, QoS shows these packets classified under "Work-From-Home" category instead of "Gaming". Apparently TrendMicro's "Gaming" only factors Steam's TCP connects, and not games' UDPs.

Hence, I'm wondering if I'd benefit from:
  • A DSCP policy in Windows GP for Rust (attached)
  • Setting Merlin's QoS to:
    • "Work-From-Home" mode
    • "Custom" mode, with:
      • "Gaming" 1st, "Work-From-Home" 2nd
      • "Work-From-Home" 1st, "Gaming" 2nd
  • NAT Acceleration on vs. off
  • Lowering UDP Timeouts (current: UDP Assured=180, Unreplied=30)

[Specs]
  • RT-AC68U @ 1200 MHz / 800 MHz
  • Asuswrt-Merlin v386.13
  • Game Device Prioritizing: Enabled
  • Adaptive QoS: alternating between "Gaming" or "Custom" ("Gaming"->"Work-From-Home" | "Work-From-Home"->"Gaming")
  • ISP speed: 100 Down / 300 Up
  • QoS bandwidth limit to 45/45 (A+ bufferbloat rating, I know this test is flawed)


New DSCP policy:

View attachment 57901

I would recommend you use CAKE

IMG_0079.jpeg

IMG_0080.jpeg

IMG_0078.jpeg


Edit: also yes adaptive will use dscp markings. But cake is better and easier to set from router then windows.

Edit2: Apologies cake is only available on HND models but the adaptive still should use dscp markings, but it would be whatever trend micro detects them as, if set on windows I’m not sure if the markings would be detected as I haven’t used QoS before within windows. I imagine it would still work.
 
Last edited:
I would recommend you use CAKE

Edit: also yes adaptive will use dscp markings. But cake is better and easier to set from router then windows.

Edit2: Apologies cake is only available on HND models but the adaptive still should use dscp markings, but it would be whatever trend micro detects them as, if set on windows I’m not sure if the markings would be detected as I haven’t used QoS before within windows. I imagine it would still work.
Wow, Cake looks awesome. Bummer 68U's kernel is a no-go :( Not even any hacky abstract layer/"shim" workarounds, either. Appreciate the info though.

What about FlexQoS? I could've sworn I read somewhere that 68Us were compatible. But maybe it was just dyslexia.

As for DSCP, Wireshark reveals Windows is inserting DSCP successfully into packet headers, but beyond that I'm not sure how to know whether router is treating them differently.

Also using bandwidth monitor to set non vital devices to bulk and your gaming computer to highest that should help as well. This works with adaptive and cake.


View attachment 57906
Thanks for the tip. So something like this:

1713585774472.png

...with "Bulk" == "Lowest"?
 
Wow, Cake looks awesome. Bummer 68U's kernel is a no-go :( Not even any hacky abstract layer/"shim" workarounds, either. Appreciate the info though.

What about FlexQoS? I could've sworn I read somewhere that 68Us were compatible. But maybe it was just dyslexia.

As for DSCP, Wireshark reveals Windows is inserting DSCP successfully into packet headers, but beyond that I'm not sure how to know whether router is treating them differently.


Thanks for the tip. So something like this:

View attachment 58070
...with "Bulk" == "Lowest"?

Correct bulk = lowest so set accordingly. Even if they are bulk it won’t bandwidth limit these devices it just means if a priority device needs more bulk devices gets less in that moment.

FlexQoS could work I find it’s much more finicky to setup correctly, and won’t necessarily resolve bufferbloat as well as cake can. But should function fine for QoS.
 
Your QoS is only going to help you if you saturate your ISP internet connection. It will have no effect on internet routing to your game server. The internet routing is controlled by who owns the network your game server lives in.
How big is your network? Can your issue be related to local switches and local networks? If you are plugging into a wireless router with a switch chip then disregard this last question.
 

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