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I understand the issues with latency and they generally don't occur at private peering points. Per my example, let's assume you're an AT&T customer and you're
by halbritt 7y ago
I understand the issues with latency and they generally don't occur at private peering points.
Per my example, let's assume you're an AT&T customer and you're hitting a the Stadia service or maybe any random gaming service hosted on AWS. AT&T peers with those guys directly. The most likely source of latency is going to be an oversubscribed edge router on AT&T's network just upstream of the client connection rather than a peering router. Regardless, how is some implementation of QoS going to address that? Is this company going to convince eyeball networks to implement QoS on their behalf? For millions of dollars? I seriously doubt it.
It's a non-starter in the sense that it is neither technically nor economically feasible to implement in a way that will solve the broad set of problems likely to be the cause of packet loss and latency.
- gafferongames 7y ago> It's a non-starter in the sense that it is neither technically nor economically feasible to implement. And yet, our tech is up and working right now, providing real reductions in latency and packet loss for our customers.
- gafferongames 7y agoI saw you edit your comment after I replied to you. That's pretty sneaky :)
- halbritt 7y agoI edited it for clarity and don't really see how the changes were material to your response. Regardless, if you want to engage in some kind of rational discourse, I'm perfectly willing. My assertion is that your product, based on the scant information I've seen about it has a very limited scope in which it might improve packet loss and latency for gamers. I hypothesize that most packet loss and latency issues for gamers arise from poor wireless networking. Those aside, the very serious gamers are going to be using wired connections. If they experience packet loss and latency, there are a few other possible culprits. Namely, the shit hardware most folks are forced to use by companies like Arris. Beyond that, there are last mile physical plant issues, and beyond that, edge routing devices which are typically woefully over-provisioned. There is no "private network arbitrage" service that's going to aid in those issues which I suspect comprise something north of 99% of all latency and packet loss related issues that gamers experience. So, yeah, make some empty promises, extort some game developers and enjoy the same fate that many, many other similar companies before you enjoyed. See: all the BGP optimization companies that came and went in the 2000-2010 timeframe.
- gafferongames 7y agoI can tell that you really just want to argue, so I'm noping out of this thread. Have a nice day.
- halbritt 7y agoAwesome! Care to explain to me how your product helps with latency when the client's network provider and the server's network provider have a direct peering relationship? I'd also like to know how your product is going to improve packet loss and latency within the client network provider's network? Tackle those two and I have a host of other questions. Welcome to the thread.
- gafferongames 7y agoNo thanks.