This was an awesome write up. The most interesting thing for me was learning that bottlenecks are not on the edge, but across the backbone because T1 carriers are optimizing for low cost, not low latency.
The thing I'm still a bit confused about is: is this a limitation with how their networks fundamentally work, or an artefact of my product choice when I buy a relatively cheap home Internet service? i.e. if I want a specialist low-latency and low-jitter link, could I not just pay for those benefits by purchasing a business-grade service? Or is there no distinction once the data gets onto a peered-network? Or is the i…
Fixing the Internet for Games
71–80 of 97 posts
Re: Fixing the Internet for Games
#72This sort of stuff has been around for a while, it helps some, but realistically your game needs to be designed from the ground up with latency and stutter in mind. If you do this, you wont need the complexity and expense of this sort of thing. First you need client side prediction and smoothing. Next, you must design your game so it follows certain very strict rules about player interaction. These rules allow the pl…
Are you teaching game networking to Glenn Fiedler? You probably learnt it from him, or someone who read his articles! Now seriously: client side prediction is not magic and it always introduces its own problems, like getting killed after getting into cover (especially in low TTK shooters) or the opposite: bullets not registering when if they hit in your screen. Client side prediction is sleight of hand. It will never…
Re: Fixing the Internet for Games
#73Games need some low latency data, but not much. Player actions, character movement, and maybe bullets need low latency. Asset downloading does not. If you had a dial up modem running over a non-packet phone network, and didn't overload the buffering, you'd have better latency than the Internet. Many games make this distinction already. The latency-critical stuff goes over UDP, and it's limited to data where a missing…
Mostly it's just UDP with some TCP like reliable transfer built on top of it.
Re: Fixing the Internet for Games
#74Earlier quoted context omitted.
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’…
The really interesting thing I see for this is a possible other route for game revenue in the future. Instead of paying up front (traditional) pricing or advertising, or cosmetic (or not so cosmetic) in game purchases, you could have two tiers, free and optimized latency for a cost. Or some combination. Cosmetic in-game purchases aren't necessarily bad, but the amount my son has spent and tries to continue to spend (…
Re: Fixing the Internet for Games
#75This could be useful for long-distance remote desktop and SSH too. Curious how to build on top of it for diverse apps though (use it as a VPN somehow?)
Re: Fixing the Internet for Games
#76The primary issue with the internet networking is the lack of Quality of Service (QoS) controls at the application layer.
Re: Fixing the Internet for Games
#77Where can I read more about League of Legends private internet as mentioned in the article?
Re: Fixing the Internet for Games
#78Earlier quoted context omitted.
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.
We are measuring improvement to google’s own data centers.
Unless you're telling me that Google is giving you access to its private networks all the way to the datacenters, which I'd find hard to believe.
Between you and a Google Datacenter, most of the path is through Google's private networks.
Re: Fixing the Internet for Games
#79I'm just glad to see someone implements a real time bidding market without dropping the word blockchain. I really like the idea of it.
Re: Fixing the Internet for Games
#80Earlier quoted context omitted.
Mostly it's just UDP with some TCP like reliable transfer built on top of it.
This is correct. Most FPS game protocols are 90%+ unreliable UDP acting as a carrier wave for a very small subset of reliable/ordered data. The key here is to get this unreliable time series data across with the lowest latency and the greatest consistency (least jitter), and packet loss. That’s what we do at Network Next.