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On 21 maj 2012, at 19:44, Steve Bohrer wrote: > Specifically, the traffic that Allot classifies as "Games > Steam" and as "Games > Microsoft Live Management" will use many Mbps if available. Unfortunately, my model of Allot does not let me see how it is classifying these types of traffic, but merely has built-in "Signatures" to identify them. Thus, I can't share a generic way to detect these protocols. But, if you have some packet-shaping device that classifies different game traffic, watch out for these two. Steam and other game download/management services probably shouldn't be seen as game traffic per se, rather as bulk file transfer services. Actual multiplayer game traffic should clock in at a relatively low percentage (or fraction thereof) of the total bandwith usage. Kriss Andsten Signature Development Procera Networks ********** Participation and subscription information for this EDUCAUSE Constituent Group discussion list can be found at
Steam and Live management are game updates - if you can shape them separately, you can easily limit their bandwidth without having an impact on actual game play. Our Language Lab sets up students to play Warcraft in German, for example, so at least some PC game traffic here is "academics-priority." - Cal Frye On 5/21/12 1:44 PM, Steve Bohrer wrote: >

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