4 ms·
Bufferbloat at the home router and lack of better queuing and ECN are the cause of that problem.
by wbl 7y ago
Bufferbloat at the home router and lack of better queuing and ECN are the cause of that problem.
- zemo 7y agoisn't ECN specifically a TCP thing? The target traffic for Network Next is all UDP. Nearly all latency-sensitive multiplayer games use UDP-based protocols.
- wbl 7y agoThat doesn't protect them from TCP streams or mean you can ignore congestion control.
- PaulHoule 7y agoPart of it. Also many people seem to think it is ritually unclean to use wires so they use WiFi in cases where ethernet would perform much better. From a business perspective, that is what makes it so hard. You could do the things and spend the money to get low latency at some steps in the chain and lose it all because of something that happens sporadically at another one. That is why I Bring Riot up as an example because the "vertical integration" there reduces the number of parties would could be involved and makes it a little more possible that they could invest in facilities and have customers perceive the results.
- zemo 7y agowho are you referring to? The target audience for this product is specifically game developers whose users care about latency. Gamers that care about latency enough to make purchasing decisions based on them use wired ethernet if they're able to. The target demographic is decidedly not "people [who] seem to think it is ritually unclean to use wires so they use WiFi".