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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 t
by tarikjn 8y ago
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-3VSOMaiyxfjDqTalDCein0V46EbVrO6mFGPQs/edit?usp=sharing 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).