Fixing the Internet for Real Time Applications, Part II
engineering.riotgames.com
engineering.riotgames.com
I am the author, you got that right. And thank you for taking the time to read it.
Peyton
About to go back and read Part I so please forgive if that's covered in the first part.
Peyton
I would love to see a consumer videoconferencing service built on top of one of these networks.
I am the author. The difference is that Akamai is working on optimizing bandwidth to their customer from a pipes size perspective, not a latency perspective. In other words, they want the widest highway possible, maybe not the fastest.
Peyton
You guys should really consider making this a platform that anyone could use!
Consider writing a SIGCOMM paper about it!!
I am the author. We are building it out world wide, but you are correct, this is for one application. The same blueprint could be used for any other application though.
Peyton
This is because ISPs oversell their networks. That's great and it makes sense... as long as they can get away with it. But when services like online gaming and netflix gain popularity, the ISP business model is insufficient for delivering quality connections.
Also, nice "pipe dream" pun in the second paragraph. ;)
2) Too many edges - if you regionalize too heavily, you end up restricting your matchmaking pools to smaller groups. Matchmaking theory says that either (a) quality of matches decreases or (b) time to matchmake increases as your pool shrinks. At some point, to have a healthy matchmaking pool in a game with a wide variety of skill levels, you have to consolidate. Riot already had Euro datacenters (with separate accounts, which solves #1).
3) Performance - cloud low-latency UDP performance isn't nearly as good as you can get yourself. Plus, you have more control (and leverage) doing it in-house.
4) Perception - some level of latency becomes imperceptible, 50ms is getting pretty close to that number.
I've proposed a scalable mesh network, see IsoGrid.org