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Proving Gig Speed
The game companies (and render farms) also need to work on as extensive peering as the top CDNs have been doing. They're getting better, but not quite there yet.
-----
Mike Hammett
Intelligent Computing Solutions
http://www.ics-il.com
Midwest-IX
http://www.midwest-ix.com
----- Original Message -----
From: "K. Scott Helms" <kscott.helms at gmail.com>
To: "mark tinka" <mark.tinka at seacom.mu>
Cc: "NANOG list" <nanog at nanog.org>
Sent: Wednesday, July 18, 2018 9:58:09 AM
Subject: Re: Proving Gig Speed
> Peering isn't the problem. Proximity to content is.
>
> Netflix, Google, Akamai and a few others have presence in Africa already.
> So those aren't the problem (although for those currently in Africa, not
> all of the services they offer globally are available here - just a few).
>
> A lot of user traffic is not video streaming, so that's where a lot of
> work is required. In particular, cloud and gaming operators are the ones
> causing real pain.
>
> All the peering in the world doesn't help if the latency is well over
> 100ms+. That's what we need to fix.
>
> Mark.
>
Mark,
I agree completely, I'm working on a paper right now for a conference
(waiting on Wireshark to finish with my complex filter at the moment) that
shows what's happening with gaming traffic. What's really interesting is
how gaming is changing and within the next few years I do expect a lot of
games to move into the remote rendering world. I've tested several and the
numbers are pretty substantial. You need to have <=30 ms of latency to
sustain 1080p gaming and obviously jitter and packet loss are also
problematic. The traffic is also pretty impressive with spikes of over 50
mbps down and sustained averages over 21 mbps. Upstream traffic isn't any
more of an issue than "normal" online gaming. Nvidia, Google, and a host
of start ups are all in the mix with a lot of people predicting Sony and
Microsoft will be (or are already) working on pure cloud consoles.
Scott Helms