Network Card for Gamers - Uses Linux to Reduce Lag 410
Cujo writes "The folks at GDHardare have an interview with Bigfoot Networks discussing the pending release of their Killer Network Card which is said to greatly reduce in-game latency. According to the Interview, this card uses a Linux-based subsystem to do its magic."
Pricey (Score:5, Informative)
Re:Yes. (Score:5, Informative)
Re:Oh, Geeky! (Score:3, Informative)
Re:Huh? (Score:3, Informative)
Re:Yes. (Score:5, Informative)
First you have to wrap head around one important factor that can absolutely kill latency for any transport with guaranteed delivery -- packet loss. Packet loss means you have to discover what packets were lost and then retransmit them - those two steps can easily introduce delays on the order of seconds.
So one trick would be to pre-send the retransmits. Send duplicate packets spaced apart by a few miliseconds. If the other end receives multiple copies of the same packet, it will silently discard any extras - but if one copy gets lost en route, the other packet might still make it through, thus eliminating the whole timeout/retransmit cycle. It should be possible to do this for both TCP and UDP.
However, doing something like that is very unfriendly because it wastes resources. The primary reason packets get lost en route is because of bandwidth saturation. So, if you double or triple your traffic you are just making the problem worse. If you are the only one out of thousands who "breaks the rules" you will probably get away with it and probably even benefit from it since packet loss will be a somewhat even distribution among all traffic, so chances are if one of your packets gets dropped the copy won't get dropped - instead someone else's packet gets dropped.
But if a significant minority of users were to do the same thing, it would probably result in a complete collapse of any usuable bandwidth. Which is exactly the kind of thing I would expect a bunch of MBA's to come up with.
Re:Is this really needed? (Score:2, Informative)
Being at work, I'm not in a position to check FPS while running just the game vs the game, music, and chat.
I'm placing this one in close proximity to the "Snake oil" bin.
Re:drivers on cards? (Score:2, Informative)
2) Make/adopt an industry standard BIOS boot protocol.
It exists, it's called OpenFirmware by Apple, and both Apple and Sun used it. Of course, since PCs didn't use it, the industry standard died and was replaced by a de facto standard, which is arch dependent.
Also, a) ROM code implies adopting some sort of code execution (ISA dependant, p.e. x86/PPC/MIPS/etc), CPU related.
Devices already have a ROM code in them, which contains execution stuff to get the card into a working order. All cards have this. On an x86 PC, this code is in x86 machine code, while for PowerPC CHRP and Sun Solaris systems it was in FCode (a Forth bytecode, which is extremely simple to write a virtual machine for).
But again, as always, the existing legacy support of the PC destroys yet another better idea.
Re:kinda cool (Score:3, Informative)
software alternative (Score:2, Informative)
I've used it for almost 6 months and its given me the highest most stable download speeds I've ever seen on my DSL. My pings while downloading are almost as good as they can be. It's also very lean on CPU overhead.
here's the developers explanation on how it works
http://www.cfos.de/traffic_shaping/traffic_shapin
Re:Huh? (Score:2, Informative)
I work for a school district with a sub-standard WAN (READ: 1 T1 link for a school with 500 computers with internet access) and no WSUS or patch management distribution servers. Wake on LAN, have 45 sites with 100-500 computers connect back to our
Or, wake on lan, re-image machines with Novell Zenworks, shut down
Or, wake on lan, to unfreeze machines from DeepFreeze
or, wake on lan to virus scan instead of when users are at work
The possibilities are endless
The patent... (Score:2, Informative)
Re:So it's a QoS Network Card? (Score:3, Informative)
Tytus (Bigfoot Networks) Responds (Score:5, Informative)
Re:Is it credible? (Score:3, Informative)
1) A cable/DSL modem with an ethernet bridge. i.e. the network is only being used as a point-to-point link
2) A switch - no one uses hubs any more. Again, since CSMA/CD is effectively never used in this situation, tweaking its behavior does nothing.
Unrelated to your post
3) Most games use UDP - Almost every "network accelerator card" I've seen was designed to offload the complexity of TCP. UDP and IP are incredibly simple and there is little to no benefit whatsoever to trying to accelerate them.
Re:drivers on cards? (Score:2, Informative)
Sun developed it and trademarked it as OpenBoot, which is the name for their impelementation of it. OpenFirmware is the name given to any IEEE 1275 conforming implementation.
The ROM code is FCode, or Forth Bytecode. This is machine independent, so you can take an IEEE1275 ethernet card from a Sun Sparc, put in a PCI Machintosh, and boot off the LAN right out of the box.
Scrambling to keep up, BIOS manufacturers added bling like being able to change the boot priority of different devices, and for the system to just carry on booting in the face of a keyboard error. Truly revolutionary.
Re:Yes. (Score:3, Informative)
I had something like this.. (Score:3, Informative)
Sadly, I know some people who will probably actually buy a network card like this... LOL KILLER! How ridiculous.
Work for UDP (Score:3, Informative)
Also, IP supports packet fragmentation and reassembly. This is why you can send a 5000 byte UDP packet on an Ethernet network, which sends data in chucks of 1500 bytes. I think the main "win" here is that by handling fragmentation on the network card, you avoid the main CPU having to context switch to collect the state before the entire IP packet has arrived. I also freely admit you probably don't get many packets of this size during gameplay.
You are right that network processing does not require much processing power, but that's not the point. The point is latency. The checksum calculation can be sped up by doing it on an ASIC (as this board does I think), and the fragmentation/reassembly can be sped up by avoiding extra context switches of the main CPU.
Personally, I doubt going from (for example) 30 msec to 25 msec ping time is worth it, but I also don't think getting 100 frames per second versus 70 frames per second from your graphics card is worth it, so what do I know?