nanog mailing list archives

Re: Proving Gig Speed


From: Mark Tinka <mark.tinka () seacom mu>
Date: Thu, 19 Jul 2018 07:03:44 +0200



On 18/Jul/18 16:58, K. Scott Helms wrote:


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.

And what we need is for them to ensure all these remote rendering farms
are evenly distributed around the world to ensure that 30ms peak latency
is achievable.

Mark.


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