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Fixing the Internet for Games

gafferongames.com

31–40 of 97 posts

Re: Fixing the Internet for Games

#31

Glenn, if you're still hanging around -- can the shader be written to account for the flow of P2P network traffic? Let's say I'm using an old-school configuration of a centralized lobby server that simply connects players to each other and the players connect directly over UDP?

We currently only support client/server topology with dedicated servers.

Re: Fixing the Internet for Games

#32

The Internet is optimized for throughput at lowest cost. No amount of good netcode that you write can compensate for this. The problem is the internet itself. The internet doesn’t care about your game. The Internet did change, such that streaming movies became viable. Given that games are now bigger than movies, could it be argued that that the network lag we're seeing is the industry lagging behind the culture? (Whi…

Wanna build your game on the same network Stadia uses? Https://cloud.google.com

Believe it or not, even the routing to google data centers can be improved.

Re: Fixing the Internet for Games

#33

Valve recently announced partner access to their network backbone which addresses a lot of the problems mentioned here: * Access to our network, giving your players protection from attack, 100% reliable NAT traversal, and improved connectivity. * Tools for instantly estimating the ping between two arbitrary hosts without sending any packets. * A high quality end-to-end encrypted reliable-over-UDP protocol. >> Second,…

Which is great if Steam is your only platform and you want to be tied to Valve forever, but as soon as you want your game on mobile, console or even another PC store like Epic or GOG you need another solution.

i hate these underhanded "use this cool feature that we made to lock you in to our platform" tactics

Re: Fixing the Internet for Games

#35
post #33

Earlier quoted context omitted.

Which is great if Steam is your only platform and you want to be tied to Valve forever, but as soon as you want your game on mobile, console or even another PC store like Epic or GOG you need another solution.

i hate these underhanded "use this cool feature that we made to lock you in to our platform" tactics

???

Isn't the entire point of the original article to lock you into the Network Next platform by forcing you to implement their SDK?

I think every network provider is going to work to lock you into their platform.

Re: Fixing the Internet for Games

#36

Valve recently announced partner access to their network backbone which addresses a lot of the problems mentioned here: * Access to our network, giving your players protection from attack, 100% reliable NAT traversal, and improved connectivity. * Tools for instantly estimating the ping between two arbitrary hosts without sending any packets. * A high quality end-to-end encrypted reliable-over-UDP protocol. >> Second,…

Which is great if Steam is your only platform and you want to be tied to Valve forever, but as soon as you want your game on mobile, console or even another PC store like Epic or GOG you need another solution.

Microsoft and Apple are far worse IMO by pushing their proprietary graphics APIs. I see Valve more as their competitor than as a threatening monopoly. In the future, things can change though, nothing is fixed.

Re: Fixing the Internet for Games

#38
post #35
post #33

Earlier quoted context omitted.

i hate these underhanded "use this cool feature that we made to lock you in to our platform" tactics

??? Isn't the entire point of the original article to lock you into the Network Next platform by forcing you to implement their SDK? I think every network provider is going to work to lock you into their platform.

[deleted]

Re: Fixing the Internet for Games

#39
Great reading this, I just want to drop a line to say that I have been working to solve precisely this problem -- for gaming but also other applications -- at the root. I have been working on a paper on this, here is the pre-proposal I published a whiled ago: https://docs.google.com/document/d/1xWaSB-3VSOMaiyxfjDqTalDC... -- a lot of progress has been made since and I am looking for funding/grant before moving to publishing the actual paper and moving to implementation.

The root of the issue is that the IP protocol is incomplete, in that is relies on private agreement and ISP servicing that cannot react to a real-time, real-world demand. IPv4 had some attempts at public QoS features that were mostly dropped in IPv6 because people realized it didn't work in practice.

The only way to fix this for real is to merge ISP servicing and peering into a per-packet peer-to-peer network market. This solves a great many issues at the same time and essentially achieves the promise of mesh networking and more.

If you would like to help, please drop me a line: tarik@graphnet.org (sorry no website at the moment).

Re: Fixing the Internet for Games

#40

Earlier quoted context omitted.

Wanna build your game on the same network Stadia uses? Https://cloud.google.com

Believe it or not, even the routing to google data centers can be improved.

Not to the datacenters, just to the POPs or edge nodes, after that, it is all private networks. And, afaik, the distance to the closest pop or edge node is a small share of the total distance to the datacenters.
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