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Re: Age of Empires



> We had the same problem here and until I opened up the directx network
> ports we had all kinds of problems with Microsoft games.  What I did to
> limit the P2P abuse on those ports is my file sharing classifications are
> in a folder that I made an exception class so it sits near the top of my
> tree so the P2P apps hit that first.  Then the game filters are applied.
> To take care of the ones the packetshaper doesn't recognize at the
> application level I have default and some of the game classes capped at
1Mb
> of bandwidth.  This setup has worked fairly well for us with the gamers
> being fairly happy and the P2P downloaders being extremely ticked most of
> the time.

Our P2P folder is already higher in the tree than the games folder.  So far
so good.
Up until now, the games were all relatively low bandwidth so they were just
in
our "average" folder along with the other, uh, average stuff.

I just defined a class for DirectX with the appropriate TCP and UDP ports.
Traffic
immediately shot up to 4+Mb

Is DirectX gaming so much more of a bandwidth hog than other online games?

Thanks

----------
Mark J Strawcutter
Technology Services Center
Indiana University of Pennsylvania

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