Transatlantic Gigabit Gaming.. err, Research 117
YourHero writes: "Science Technology And Research Light-Illuminated Gigabit High-Performance Transit. All hail acronyms. U Illinois at Chicago has hooked up to SURFnet (Netherlands) at 2.5Gbps, with plans to go to 10Gbps and hook up Canada, Asia and other parts of Europe. StarLight as its called makes a monster gaming ... err. I mean 'real-time, multi-site virtual reality.' Looks like they've been racking up killer ping times for a few weeks now.
racking up killer ping times (Score:1)
Re:racking up killer ping times (Score:2)
Check your bold tags (Score:5, Funny)
;-)
Re:Check your bold tags (Score:1)
STARLIGHT (Score:2, Insightful)
Yeah. More like "All hail naming a project to fit a stupid acronym".
The Cave (And Quake) (Score:1)
Applications- missing 65fps Counterstrike and.. (Score:1)
-Ben
SURF on the Internet2? (Score:2)
Slashdot (Score:3, Funny)
Of course you know... (Score:3, Informative)
Re:Of course you know... (Score:2)
Re:Of course you know... (Score:2)
Regardless, I am sure that more research is necessary before this is useful as a reliable medium for communication, let alone the transmission of IP Datagrams.
--
Evan
Re:Of course you know... (Score:1)
Re:Of course you know... (Score:2)
ZERO PING..... whoo yeah!!!
Re:Of course you know... (Score:1)
For more information, see Quantum Computation and Quantum Information, by Michael A. Nielsen, Isaac L. Chuang
Carlos
Re:Of course you know... (Score:2)
Re:Of course you know... (Score:2, Insightful)
than the speed of light , the routing
a switching and packet opening and
re-encapsulation is your time killer .
optical networking is the key to beating
this . it routes the light based on
frquency spectrum to a MAN of a cetain city
without having to open and rebuild the packets.
AKA assign a certain spectrum to a certain city,
and all DWDM optical routing sends that light
frequency to that one city , there it is
opened , and local transport over Sonet/ATM
arranged .
Alot of companies have yet to do this, but
this model is on its way to most if not all.
onsiterepair@yahoo.com
Re:Of course you know... (Score:1)
Hmm... let's do some math: Say we have 10 000 km from europe to the USA and light travels with about 330 000 km/s ->
10 000 km / 330 000 km/s = 0.030s = 30ms
And that is just one way... take it twice and you have your ping.
Maybe you could make a hole through the earth to shorten the way ;)
Routers etc. should not add much to the latency... maybe 1 or 2ms, not more.
But seriously... it will never happen to do "real realtime" worldwide applications or mega-fast-fat-networks with low latency. It is time to invent "light2" - man, light is so slow :)
Re:Of course you know... (Score:1)
Re:Of course you know... (Score:1)
Now, if you held the tachyons in place and accelerated the earth to faster than lightspeed and returned to the tachyons, then you might be there before you left.
In fact, if we get back early enough I'm gonna save that cat from the box.
Re:Of course you know... (Score:1)
Re:Of course you know... (Score:2)
Re:Of course you know... (Score:1)
Transistor speed (Score:1)
Re:Of course you know... (Score:1)
Re:Of course you know... (Score:1)
ping times? (Score:5, Informative)
Someone correct me if I'm wrong, but ping times on high speed links (with no particularly slow routers or switches in the way) are primarily limited by the speed of light and the distance travelled.
So no matter how fast the bandwidth of this connection, if it's between the US and Europe, the ping times aren't going to be a whole heck of a lot better than they were before - the distance is the main limiting factor, and it's a pretty "hard" limit too, according to my old pal, Einstein.
Re:ping times? (Score:5, Informative)
You're basically right on. This [stanford.edu] is my favorite essay about latency.
Re:ping times? (Score:1)
The article you link to is great! Thanks very much!
Re:ping times? (Score:1)
It'd be worth it.
Really.
Re:ping times? (Score:2, Interesting)
Re:Moderators lay off the crack! (Score:2, Interesting)
"These causality problems would be solved without any change to the mathematical formalism of GR, but only to its interpretation, if gravity is once again taken to be a propagating force of nature in flat spacetime with the propagation speed indicated by observational evidence and experiments: not less than 2 x 10^10c"
That's a damn site faster than c. To me, when talking in the context of the earth, this is effectively instant.
Its only nonsensical crap if you think I'm proposing we build matter constructors/destructors with every router. However in the context of this thread, as long as we are going to be as impractical as drilling through the earth, we might as well go all the way. Some might regard this as funny. I would think that if this is nonsensical crap, drilling through the earth might have been as well. Of course you drilled further down into this thread which might make you a nonsensical reader, then commented on it...
Of course others may regard the idea that gravity propogates faster than light as "interesting".
Re:ping times? (Score:1)
Gravity propagates at the speed of light. If you knocked the Sun away with a big hammer, the Earth would continue to orbit around it for 8 minutes, before noticing something strange.
Re:ping times? (Score:1)
Think about it. An object moving in a circle at a constant rate requires a force to be constantly acting on it perpendicular to the path its is currently traveling, not perendicular to the path it was traveling 8 minutes ago.
Re:ping times? (Score:1)
Re:ping times? (Score:1)
Not that I ever have speed problems here, but still, I bit more spreading of the bandwidth might be nice. They're upgrading the network here, so I should have 100Mbps to my desktop soon, with cables rated at 1Gbit.
Re:ping times? (Score:1)
Let's assume that there is a central server located in city x and two gamers in city y and z respectively. The information about y's doings to get to z tunneled through the server have to travel (in worst case) a distance of 40 Mm. That means a theoretical latency of about 200 ms. With a peer-to-peer network we could get a maximun latency of 100 ms instead. In the practical case this is at much higher.
For the sake of online gaming I propose that we should pack all the people of the world in for example Europe. The theoretical ping time between worst case connections will be dramatically reduced.
Canada, Asia and other parts of Europe (Score:5, Funny)
Since when did Canada and Asia become "parts of Europe"? I'm always the last to know this stuff. *sigh*
Re:Canada, Asia and other parts of Europe (Score:1)
the 1500's.. (Score:2)
Difference in pings? (Score:4, Interesting)
I haven't been to a LAN party in ages, because all my gamer friends and I have broadband, and its just as fun to play over the internet than on a LAN (and we don't have to lug our machines around).
Having a ping lower than 80 isn't all that with the games out today. Now its all about video cards, memory, and CPU power. Broadband is making people happy and satisfied (for the time being).
Depends on the game (Score:5, Informative)
That said, Packet Loss is far worse than a high ping, and high pings don't mean as much in slower paced games like RTS games.
-Ted
Re:Depends on the game (Score:1, Informative)
Of course, the problem with lag compensation is that it causes weird side-effects, like people hitting others around corners and without facing the proper direction, and it only gets worse as the two players involved have higher pings.
Even worse, still, is when a router hiccoughs and your ping spikes to 80 from 20, or when your cable modem service provider decides they can squeeze three more people onto your node, and one of those people decides they need to run Napster 24/7.
Re:Depends on the game (Score:5, Informative)
Of course, the problem with lag compensation is that it causes weird side-effects, like people hitting others around corners and without facing the proper direction, and it only gets worse as the two players involved have higher pings.
You're right, but those side-effects are much less noticeable than people like to make them out to be. The reason these "problems" sometimes seem so big is that people generally sit around and theorize about the idea rather than test it. Another issue is that there are always, always, always inconsistencies when you try to make anything real-time with latency involved. The game designer has to choose which inconsistencies he thinks he and his audience can deal with.
So let's take a look at lag compensation vs. no lag compensation in the inconsistency category to see how they stack up. First, lag compensation:
And now, without lag compensation:
I stand by my assertion that the inconsistencies in hit-scan lag compensation are very rare. I've been testing it for weeks now, and I've only noticed them a few times - like three. Just about everyone else who's tried it and given feedback has said about the same thing - and usually, they love it.
The only people who really hate it seem to be those who consider their broadband edge to be more important than fairer play. ("Fairer" because the low-ping player will always have the advantage.) They'll avoid it like the plague.
Even worse, still, is when a router hiccoughs and your ping spikes to 80 from 20...
Hit-scan lag compensation takes care of that, too, so it isn't just for HPB's.
My point is that people should try it out before they let the supposed problems dissuade them from it. I've just finished a server listing page [planetquake.com] that updates every five minutes. Check it out. Just remember not to aim ahead of your target with the railgun.
Re:Depends on the game (Score:2, Interesting)
Here's an indirect piece of evidence: Do you notice the difference between a motion video clip played at 15 frames/sec versus 30 frames/sec? At 15 frames/sec, one frame is displayed every ~67 ms. At 30 frames/sec, one frame is displayed every ~33 ms. The fact that most people are able to see a big difference between 15 and 30 fps suggests that most people will also notice a difference between playing a first person shooter with 30 ms lag vs 80 ms lag.
I would say when you have at least get below 15 ms to not notice any difference.
Re:Difference in pings? (Score:1)
First of all as reported several times, only 5% of the people connected to the internet have broadband, thus telling us one thing... we sure aren't close to having a fast broadband network.. now of course that percentile is higher in canada and the us.. however I myself am still stuck on 56k, and being in Ontario, right close to London, I must say that since London was the second testing city in canada to get cable modems, over 5years ago, I am glad to see that within 2months I'll finally have cable.
Going on.. 80ping and 5ping, yes they make a remarkable difference, not to mention have you tried gaming between 8-12pm EST lately? most broadband connections show wonderful 300ms delays all over the place, and there is few services out there that provide good, solid, consistant pings anywhere in north-america. As well, I dunno what kind of lan parties you goto but, 80ping vs. 5 ping and a lan vs. internet is a huge diff., lan parties are extremely fun, you should check out a big exciting, fun lan party, it would sway your opinion no doubt about it. (checkout the url I have listed above)
Games out today? even the newest games still are ping dependant, sure I must admit their getting better, but I've played alot of games, and nothing has ever been "good" or to an "acceptable level" for 56k play... the best I've experienced is Q2, with tweaked settings, and FPS caps enabled.. mind you I've tried plenty of games online, and I will be very happy when cable arrives, well providing it works too.
One more quick note, broadband is having massive problems right now in north-america, I mean @HOME is horrible and has been for along time, ppl are losing service and getting re-routed to things that are even worse.. when you have a problem with your connection you rarely get it fixed in a timely fashion, I've heard things such as people with old TV sets cause noise on the lines for cable modem users, and until they replace those TV sets, then they're isn't much anyone really does to fix the problem, besides setting up new lines etc.. still causes major problems.. and there's so many other factors, the problems are endless it seems... take for example Videotron cable in quebec, they had consistant pings from 10-60 up and down the east coastline for the last year, however in the past 3months they've had nothing but horrid 900ms delays from the hours of say 5:00pm to 12:30am EST.. which just goes to show ya, broadband suppliers want money, not to offer a good, gaming connection.
You too can play in the freeway! (Score:4, Funny)
From the iGRID page:
How would you use a 2.5Gb (10Gb? 40Gb?) global testbed? How will you change your application codes? How will you expand the complexity of the problem you are solving? How will you take advantage of the fact that the networks are now faster than the computers driving them?
A slashdotting should show them if it works.
Re:You too can play in the freeway! (Score:1)
Seriously, could any of the projects I hear mentioned here on /. be considered as a contender for the testbed, provided the bandwidth/latency will improve the result? Gene searching, ET searching, or any of the other distributed problems?
Get a piece of I2 while it's open.
File-sharing backbone... (Score:2)
Having a huge backbone like this could make Gnutella work, at least as far as the backbone goes.
The Obvious use (Score:2)
You know someone is going to want to be first on the holodeck with pr0n, etc.
Everything is relative (Score:5, Interesting)
Re:Everything is relative (Score:1)
Bandwidth and ping time (Score:2, Informative)
It can be a pipeline with 100Gbps and yet have a very high latency.
ah hem Try 480gbps! (Score:4, Interesting)
Re:ah hem Try 480gbps! (Score:1)
My boss says ... (Score:2)
"The upgraded connection between SURFnet, the advanced research and higher education network in the Netherlands, and Abilene, an Internet2® backbone network serving over 200 universities and research centers in the United States, will enable applications such as TV-quality videoconferencing, MPEG2 video streaming, data mining and remote collaboration between researchers, teachers and students in the US and the Netherlands. "
Should be:
"The upgraded connection between SURFnet, the advanced research and higher education network in the Netherlands, and Abilene, an Internet2® backbone network serving over 200 universities and research centers in the United States, will enable applications such as TV-quality Live-Sex videoconferencing, MPEG2 video streaming of DVD porn, pleasure mining and remote collaboration (also known as Live Sex with force feedback devices, or LS-FFD) between researchers, teachers and *especially* students in the US and the Netherlands. Sometimes between teachers and students but only where extreme secrecy and power-abuse is employed."
Not very effective (Score:2)
Since this link was established half a month ago, it can't be routers that need to ajust their tables. Too bad, no high-speed pr0n^H^H^H^Hresearch material for me.
Re:Not very effective (Score:1)
All my pings to "the other side" (YOUR side, iow) are about 100ms
Dave
Wonderful Acronym (Score:2, Funny)
:-D
We can do better than light! (Score:2)
Rather than send a beam of light to the destination, as we're doing now, you take an existing beam of light and change an interference pattern within the beam.
Then you measure the interference pattern. I honestly didn't fully understand the full implications of it, involving quantum theory and all, but the upshot is that the message could, in theory, be transmitted at many times the speed of light this way.
Anybody know of a link? (Damn!)
when are they going to fix EE (empire earth)online (Score:1)
Re:Actually... (Score:1)