Live data from Hacker News

New Optical Form Factors for 400 Gigabit Ethernet

lightwaveonline.com

71–78 of 78 posts

Re: New Optical Form Factors for 400 Gigabit Ethernet

#71

Earlier quoted context omitted.

I don't think there's a regular FPS game that does 60Hz. That's usually reserved for the private servers, tournaments. This guy does a lot of game network analysis of the most popular FPS games: https://www.youtube.com/user/xFPxAUTh0r1ty/videos

I think you mean 128Hz as most games have settled on around 60Hz for any sort of competitive FPS game play. As per the person you linked, Rainbow 6 Siege, Battlefield 1(and 4/Hardline, presumably), CS:GO, Overwatch, CoD: WW2, and Quake Champions are all at least 60Hz for the client and server, while Quake Champions is 144Hz for the client. The only game I can think that uses 128Hz for both the client and server is de…

Meanwhile the batte Royale games are throwing that all out the window. Epics engine is struggling to maintain 20Hz on both PUBG and Fortnite though seems they are making advancements.

Re: New Optical Form Factors for 400 Gigabit Ethernet

#72

Earlier quoted context omitted.

I don't think there's a regular FPS game that does 60Hz. That's usually reserved for the private servers, tournaments. This guy does a lot of game network analysis of the most popular FPS games: https://www.youtube.com/user/xFPxAUTh0r1ty/videos

I think you mean 128Hz as most games have settled on around 60Hz for any sort of competitive FPS game play. As per the person you linked, Rainbow 6 Siege, Battlefield 1(and 4/Hardline, presumably), CS:GO, Overwatch, CoD: WW2, and Quake Champions are all at least 60Hz for the client and server, while Quake Champions is 144Hz for the client. The only game I can think that uses 128Hz for both the client and server is de…

CS:GO ESEA or FACEIT are always 128t. While in CS you don't see a lot of the issues at 60t, you do find them occasionally in high level play. I wonder if the same is true for R6: Siege, in which I feel interp is the cause of a lot of my deaths. The desync in Siege is absolutely insane, and I've lost many fights that were round or game changing to it at diamond. Even PUBG feels more responsive at 20t (the same tickrate as Minecraft, I like to note.) other than the occasional fight that ends when you kill someone as a bullet hits you, registering the blood splatter for you while you take no damage.

Re: New Optical Form Factors for 400 Gigabit Ethernet

#73

Earlier quoted context omitted.

60hz even is low today by competitive standards for FPS games. 128 is nice, it should be a minimum.

I don't think there's a regular FPS game that does 60Hz. That's usually reserved for the private servers, tournaments. This guy does a lot of game network analysis of the most popular FPS games: https://www.youtube.com/user/xFPxAUTh0r1ty/videos

Most games are 60+t these days, the outliers being PUBG and Fortnite. Competitive CS:GO is the major one pushing 128t, and it's very noticeable at high levels of play. I have lost many firefights due to the weird interp that R6: Siege has, that simply don't exist at 128 CS fights.

TF2 has this issue where people can change their interp in a certain fashion that allowed hitscan guns to have a broader headshot range. I'm not sure if it still has it, I haven't played TF2 competitively since 2012. Looking at R6, nothing ever seems to line up properly between two clients for pixel-peeking, fast swings, or slow peeks alike. Something feels off about it compared to other shooters, but I can't pinpoint it. It feels like it's interp as it mimics the issues other games had related to interp.

For reference, I don't want to seem like some random person who just does badly and blames it on networking mechanics, I'm diamond in siege, A+ in ESEA and global in mm, held top 10 on the leaderboard in PUBG. (It also does feel nice to be able to say that sometimes, even on a technical site like this.)

I've seen his videos a lot. Also Escape from Tarkov, if you see in his videos he has listed at 93hz. In reality, the game has horrible issues that cause clients to experience desync, allowing delays nearing 1 SECOND in reality.

Tarkov used to have an issue where if you repeatedly opened and closed specific doors on some maps, it would create desync that was ever-growing. You could sometimes end up dying 5 minutes in the 'future,' while your client is 5 minutes out of date. It doesn't happen anymore thankfully. The game is plagued with other issues though.

Re: New Optical Form Factors for 400 Gigabit Ethernet

#74
post #58

Earlier quoted context omitted.

Tolerate yes, but it will still have an impact. In case of an online shooter, resending it will cost an additional RTT. If that resend is even happening, the next packet will make the dropped one obsolete.

Resends in an FPS are for dire scenarios, not 1% loss. 1% packet loss can be easily obsoleted and compensated, and the general performance of having 126/128 packets can be better than 60/60.

It's not frequent that I experience much loss when playing 128t servers. Mostly zero, very occasionally 1%. I wouldn't be paying monthly for it if I knew it to happen frequently.

My biggest gripe with ESEA is that I cannot have Hyper-V enabled on the OS that I am playing from.

Re: New Optical Form Factors for 400 Gigabit Ethernet

#75
post #2

Does aanyone here work with consuming (not just passing it kn) these amounts of traffic? How do you manage to get anything meaningful out of it?

disclaimer: I work at IBM Research

we have just finished setting up our new big data crunching system which sits on 48x100GbE links on the full flash storage side and on 32x100GbE on the client side (split 100GbE -> 4x25GbE).

at this point we are saturating most of the links.

Re: New Optical Form Factors for 400 Gigabit Ethernet

#76
post #22
post #2

Does aanyone here work with consuming (not just passing it kn) these amounts of traffic? How do you manage to get anything meaningful out of it?

Streaming uncompressed raw video over ethernet for TV production. It's still commonly done over dark fiber but people are slowly migrating towards IP. A single uncompressed 4K video stream is over 12Gbps, 1080p is 3Gbps and obviously when you're producing content you have a few of these running alongside each other (multiple cameras, feedback, big screens etc... Think something like the world cup or superbowl). It qu…

Why would anyone stream uncompressed raw video? Even MPEG-2 at q=1 with no B-frames is about 1/10 the size, visually lossless, and adds only a few ms of latency.

Re: New Optical Form Factors for 400 Gigabit Ethernet

#77
post #20
post #11

I wonder when we will start seeing > 1Gpbs Ethernet in consumer products. I've read about initiatives for 5 or 10Gb consumer Ethernet. I'd love to be able to push/pull from my NAS at > 100MB/s.

It's a fair question; I suspect most of the reason for the lag is that consumer internet connections rarely offer >1gbps, consumer LAN applications requiring >1gbps of traffic haven't emerged (for NAS/SAN, a directly connected USB 3 is probably the way to go for 10gbps transfer, which is what you're looking for here), and WiFi - how most people are connecting their consumer devices to the network - doesn't offer more…

I see how cat6 works for economics of scale; but when I last year looked to price 10gbs switches for a lan for a school (with a meagre budget) - I was surprised at how expensive second hand 10gps gear was. In the end we stayed with 1gbps even though we had some use-cases where 10gbps would make sense; mostly budget San/nas for video edit/backup. And to a lesser degree audio editing.

I think the 1gbps Cisco switches were hand-me-downs from a university - but I saw no indication of reasonably priced 10gbps switches with minimal management (we didn't need "all" of Cisco ios - but minimal remote management and steady performance would be nice).

We also threw some lan parties, so budget soho stuff that'd fall over easily wasn't really an option.

Re: New Optical Form Factors for 400 Gigabit Ethernet

#78
post #22

Earlier quoted context omitted.

Streaming uncompressed raw video over ethernet for TV production. It's still commonly done over dark fiber but people are slowly migrating towards IP. A single uncompressed 4K video stream is over 12Gbps, 1080p is 3Gbps and obviously when you're producing content you have a few of these running alongside each other (multiple cameras, feedback, big screens etc... Think something like the world cup or superbowl). It qu…

Why would anyone stream uncompressed raw video? Even MPEG-2 at q=1 with no B-frames is about 1/10 the size, visually lossless, and adds only a few ms of latency.

Looks like for editing you're looking at up towards 3.5 gbps per camera, not sure how much to add for sound. So a three camera production could easily push over 10 gbps. Pushing past 100 seems to be a bit of a stretch. Maybe for 3d?
Post reply on HN