News for hackers. Stuff that matters.
Re:The internet doesn't care about multiplayer games by Retric on Wednesday December 11, 2019 @07:18AM (#21761744)
The speed of light prevents people on the other side of the planet from having low latency. Networks can’t significantly improve latency at those distances. So, games need to avoid latency being an issue through game design or split things into separate instances.

In the end it’s just a question of where the servers are relative to you and nothing else really matters. Private networks tend to make things worse by having fewer paths available increasing the average minimum distance.

Re:The internet doesn't care about multiplayer games by PeterStuer on Wednesday December 11, 2019 @09:52AM (#21762846)
"In the end it’s just a question of where the servers are relative to you and nothing else really matters."

Assuming a 'fair' network. In absence of Net Neutrality it was "Dear company X, you better pay us or your packets will be delayed/dropped and your customers unhappy", and " Dear customer Y, you better opt for extra service A,B,C,D, ... if you want to Game/VoiP/VoD/Chat ..." and very much worse.

"Private networks tend to make things worse by having fewer paths available increasing the average minimum distance."

This is not how internetwork routing works. Obviously a straight line darkfibre line from A to B will beat any route a generic Internet can come up with. It is not a case of Riot Direct xor 'the rest of the Internet', but selectively supplementing by deploying handover points at strategic peering locations in the internetworking fabric where things can have a large impact.

Re:The internet doesn't care about multiplayer games by Retric on Wednesday December 11, 2019 @11:45AM (#21764170)
As you say, Riot Direct is depending on the internet. Sure, adding routes can make slight improvements, but outside of high frequency traders or data centers users are semi randomly geographically separated. This puts a hard upper bound on any improvement of reasonable cost that quickly approaches just adding more routes on the internet.

Having said that, I admit it’s not pure snake oil and provides minor benefits to their customers.

Re:The internet doesn't care about multiplayer games by tapland on Wednesday December 11, 2019 @08:05AM (#21761986)
It takes <67 ms for light to travel half the circumferance of earth. From my location in Europe to Chicago it takes 26 ms.

Cables aren't laid out straight, but network infrastructure adds a majority of the cross continental latency.

But gaming from the moon would not at all be feasible using light. I wonder how we could solve this for future space communications.

Re:The internet doesn't care about multiplayer games by Retric on Wednesday December 11, 2019 @09:33AM (#21762677)
When a server sends some state to a player, they player can’t get a response back without a round trip. The same is true in reverse. Further, the path through fiber optical cables is not the strait nor are fiber optic cables a vacuum. Using lasers through a vacuum tube strait from the user to a server on the other side of the planet might hit 134ms of light lag which is already a significant issue for many games.

PS: LEO satellite constellations like Starlink have a lower theoretical latency around the world than fiber as the signals are traveling in space, but a longer path. Significantly beating that is going to require magic aka a useful fundamental change in the laws of physics as we know them.

Re:The internet doesn't care about multiplayer games by imInGoodCompany on Wednesday December 11, 2019 @08:59AM (#21762334)
Short answer is: we can't :/ the speed of causality is not something we can "solve".