nanog mailing list archives
Re: Peering and Caching for Epic Games, Fortnite, et al
From: Mark Tinka <mark@tinka.africa>
Date: Tue, 23 Mar 2021 17:38:53 +0200
On 3/23/21 17:03, Eric Dugas via NANOG wrote:
Agreed. The few good examples in Canada are Ubisoft/i3D (now mostly just i3D) and Riot Games. We don't have Valve or Blizzard here.Epic Games seems to use Akamai for downloads/updates and AWS for backend so I don't see how you can cache/optimize latency other than getting in Akamai's own AANP program and peering with AWS.
Gaming networks are not as keen on building out network as generic content folk are.
So while they may be seen as "content" sources, they are not "content-content" sources, if you follow my drift.
There are some backbones that dedicate their goal to making access to gaming services effortless. But those are not as rife as regular ISP's.
Mark.
Current thread:
- Peering and Caching for Epic Games, Fortnite, et al Jose Luis Rodriguez (Mar 22)
- Re: Peering and Caching for Epic Games, Fortnite, et al Mike Lyon (Mar 22)
- Re: Peering and Caching for Epic Games, Fortnite, et al Valdis Klētnieks (Mar 22)
- Re: Peering and Caching for Epic Games, Fortnite, et al John Waters via NANOG (Mar 23)
- Re: Peering and Caching for Epic Games, Fortnite, et al Mike Hammett (Mar 23)
- Re: Peering and Caching for Epic Games, Fortnite, et al Eric Dugas via NANOG (Mar 23)
- Re: Peering and Caching for Epic Games, Fortnite, et al Martijn Schmidt via NANOG (Mar 23)
- Re: Peering and Caching for Epic Games, Fortnite, et al Mark Tinka (Mar 23)
- Re: Peering and Caching for Epic Games, Fortnite, et al Tom Beecher (Mar 23)
- Re: Peering and Caching for Epic Games, Fortnite, et al Eric Dugas via NANOG (Mar 23)