3 ms·
this might be it? https://qz.com/790208/how-the-company-behind-league-of-legends-rebuilt-its-own-internet-backbone-so-that-its-faster-for-gamers https://qz.com/
by billywhizz 3y ago
this might be it? https://qz.com/790208/how-the-company-behind-league-of-legends-rebuilt-its-own-internet-backbone-so-that-its-faster-for-gamers https://qz.com/790208/how-the-company-behind-league-of-legen...
also, linked from that: https://technology.riotgames.com/news/fixing-internet-real-time-applications-part-iii https://technology.riotgames.com/news/fixing-internet-real-t...
- pests 3y agoThanks. I think those cover details of what I'm talking about but not the blog post I remember. A key issue discussed was some setting relating to BGP (or similar) that consumer ISPs wouldn't initially implement or wouldnt configure for Riot. Something related to weights or something that affected the cost analysis for routing decisions that prevented packets from wanting to take the Riot path. edit: Just fully read that QZ article. I think it does a good job of describing what they did with useful inforgraphics (esp the "Actual Data Route" graphic) for a layman audience. I think many of us here can extrapolate what kind of effort they had to go through to get that done.