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.
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.
Fixing the Internet for Games
41–50 of 97 posts
Re: Fixing the Internet for Games
#42Earlier 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.
Re: Fixing the Internet for Games
#43This is epic. Great to see that someone who's been such a good support to the gaming community with his excellent learning resources is also being successful in his business. It's also interesting to see these "private internet" endeavours have popped up to solve centralization issues on the internet. Streaming sites like Youtube and Netflix have solved it in similar way, striking deals with ISPs, as have the big CDN…
Thank you very much.
Re: Fixing the Internet for Games
#44Re: Fixing the Internet for Games
#45Re: Fixing the Internet for Games
#46Earlier quoted context omitted.
It's a custom bidding script that tells their real-time auction platform how much you want to pay for route improvements for a particular user session. Typically, shaders are used to move vertices in 3d meshes or color pixels in the GPU. Network Next is just using the term in a creative way to help connect to their audience, but it's nothing different than a bidding model.
Route shaders select the best route out of multiple ones available. Right now they could be used to for example, specify basic things like: acceptable latency (eg. I don’t want to pay to optimize a player’s session from 20ms down to 19ms, 20 is good enough), minimum improvement vs. public internet before a session takes network next (eg. 5ms improvement or greater), and of course maximum price for the bid. If we don’…
Or some combination. Cosmetic in-game purchases aren't necessarily bad, but the amount my son has spent and tries to continue to spend (I strictly limit what of his money he can waste on it now) on fortnite stuff is ridiculous and concerning. A sane middle ground would be helpful.
Re: Fixing the Internet for Games
#47The 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…
Bandwidth has followed an improvement curve since the early days of the internet, though it has slowed down a lot lately.
Streaming movies became viable despite the slowing rate of bandwidth improvement. We had 30 kbps modems in the 90s, then 8 Mbit ADSL1 in 1998, 24 MBit ADSL 2+ in 2003s, 40 MBit DOCSIS around the same times. If the speeds had continued to improve at the same exponential curve, consumers would have 100+ gig broadband by now.
The same is true about datacenters, the bandwidth per compute capacity available to servers has decreased for a while.
Bandwidth is an easier problem than latency, because it's not limited by speed of light.
Re: Fixing the Internet for Games
#48Earlier 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.
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
#49Many games make this distinction already. The latency-critical stuff goes over UDP, and it's limited to data where a missing packet is superseded by the next packet. Nothing is retransmitted. Bulk data goes over TCP, with reliable retransmission but more delay.
It's too bad ISDN died off. 64Kb/s end to end, not packetization delay, and no jitter. The ideal gamer network would be an ISDN connection and a IP connection in parallel.
If we had QoS systems where 1% of your maximum data rate could be at high priority, this, and the VoIP problem, would be mostly solved.