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Investor Money Goes To Magic Lag Reducing Tech

Gamasutra reports on Texas technology company Bigfoot networks, which just received a $4 Million investment to develop a lag-reducing hardware PC card. From the piece: "According to the firm, it will bring to market the world's first Gaming Network Accelerator card, which will allow online gamers to play their favorite games with less lag. The company explained: 'Lag is the number one problem in online video games today, and Bigfoot Networks is the only company in the world whose sole mission is to fight lag', but gave no specific technical explanation about how it intends to do this." Greg Costikyan spells it out on the Games*Design*Art*Culture blog: "So yes, there might be a business here. But if so, it will be a business built largely on bullshit."

133 comments

  1. Weakest link? by LehiNephi · · Score: 4, Informative

    I think it's obvious to all of us that the NIC is certainly not the weakest link in a connection. I know there has been some effort to produce NICs that handle the TCP/IP stack onboard, thus reducing the load on the CPU, but the potential difference between NICs is on the order of microseconds, if not less!

    For those of you looking for quite entertaining reviews of products that are quite obviously scams like this, I highly recommend articles like this one on Dan's Data

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    1. Re:Weakest link? by Joseph_V · · Score: 1

      Not to mention that many (if not most) games use UDP datagrams for non-critical interactions like moving, the most common traffic for a game.

    2. Re:Weakest link? by Anonymous Coward · · Score: 2, Funny

      I think it's obvious to all of us that the NIC is certainly not the weakest link in a connection.

      It's obvious to intelligent people. It's not obvious to top-notch leveraging 24/7 TCO-oriented business-cunts (who synergize front-end e-commerce and harness B2B portals to recontextualize best-of-breed systems in holistic technologies).

    3. Re:Weakest link? by temojen · · Score: 1

      And here I thought it was an article about the Turbonator.

    4. Re:Weakest link? by 'nother+poster · · Score: 1

      Who says that the card from Bigfoot is a NIC? Just because they call it a network accelerator card doesn't mean that it is a NIC. My guess is that it is a cache card that caches disk IOs since they are one of the biggest slowdowns that I see in most MMORPGs.

    5. Re:Weakest link? by HTL2001 · · Score: 1

      it says "Network Accelerator card" so even if its not a NIC, it sure as hell doesn't have anything to do with disk IO

      --
      By reading this, you have given me brief control of your mind.
    6. Re:Weakest link? by HTL2001 · · Score: 1

      I would post my links to indexes of crazy "audiophile gear", but I'm not home right now. Just google it though, its sure to come up with some obviously bogus stuff

      --
      By reading this, you have given me brief control of your mind.
    7. Re:Weakest link? by Anonymous Coward · · Score: 0

      ... And heaven knows that Marketroids are the most technically accurate people in the world ...

    8. Re:Weakest link? by 0xABADC0DA · · Score: 2, Interesting

      Many games will either compress their network traffic or (lightly) encrypt it or both. They don't want the protocol reverse engineered and easily observable because then you get client-side cheats that monitor the stream and add enhancements (information overlays/sounds, os-level keypresses to push buttons in the game, etc). A card that did the decompression/decoding fast in hardware could easily cut a few ms off the delay.

      There are plenty of other ways to squeeze our a few ms on the client side. Sure this product is probably just hype, but to be so sure it has to be a scam is just close minded and unimaginative.

    9. Re:Weakest link? by 'nother+poster · · Score: 1

      Wanna bet? I've read too many marketing brochures that had nothing to do with what the product actually did.

    10. Re:Weakest link? by Krach42 · · Score: 1

      For those of you looking for quite entertaining reviews of products that are quite obviously scams like this, I highly recommend articles like this one on Dan's Data

      Thanks for destroying my productivity for the week. Now, when I get home from work, I'm going to sit there reading articles rather than working on more important things, like playing WoW.

      --

      I am unamerican, and proud of it!
    11. Re:Weakest link? by Jurrasic · · Score: 1

      Me too, this is a great site, however i'm not about to cut into my WoW time, this will be a good 'stick it to the Man's bandwith' site for the day instead. It may not beat the Dilbert Blog ( http://dilbertblog.typepad.com/ ) for hours of humor, but it'll do nicely. :)

      --
      Devil bunnies! I snort the nose! Lucifer! Banana! Banana!
    12. Re:Weakest link? by Alsee · · Score: 1

      the potential difference between NICs is on the order of microseconds, if not less!

      Heay! That's the difference between getting a perfect between the eyes frag at a hundred yards, and clipping an eyeball!

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
    13. Re:Weakest link? by Schraegstrichpunkt · · Score: 2, Funny

      So that's what Web 2.0 lets me do...

    14. Re:Weakest link? by apoc.famine · · Score: 2, Funny

      Plus they obviously have never played any games:

      Lag is the number one problem in online video games today

      Punk-ass campers, script kiddies, and bitchy n00bs are the number 1-3 problems (pick your order) in online video games today. And have been for years now. I'd have to put lag fairly low on the list.

      --
      Velociraptor = Distiraptor / Timeraptor
  2. Lag attack by dada21 · · Score: 3, Informative

    Proper optimization of how data is transported in both directions is very important. Analyzing the connection as well as the route to the destination can probably be performed by software or hardware. Once the connection is analyzed, I'm sure there are real time changes that can be performed to better decrease latency and overall lag.

    The question is why perform it in hardware rather than software?

    1. Re:Lag attack by wang33 · · Score: 1

      Its hard to pirate hardware...

      --
      PAGERANK++ Robsell.com
    2. Re:Lag attack by Short+Circuit · · Score: 1

      The problem lies more in the protocol that the application uses. Does it allow for prediction, based on ping times? Does it transmit movement information on entities that the player can't see?

      If you're going to mess with that datastream, you better be sure the server knows how to deal with the changes.

    3. Re:Lag attack by AKAImBatman · · Score: 2, Informative

      The question is why perform it in hardware rather than software?

      Playing devil's advocate for a minute, during video games the CPU is usually otherwise occupied by tasks associated with feeding the GPU and processing AI/Physics. Separating this into a hardware card could provide an explicit processing environment to do such an analysis in real-time without stealing CPU time from the game. Plus, this would then be available to all programs/games running on the machine, not just those that support it. (Conceivably it could be done in a driver, though.)

      That being said, my bull****-o-meter started spiking the moment I read the summary. There's not that much that can be done on the user's end. You may be able to guide a packet down faster pipes and switches, but more likely all the traffic between you and the destination has some saturation. (Seriously, what are those expensive switches and routers doing if they're not already trying to optimize traffic?)

    4. Re:Lag attack by Anonymous Coward · · Score: 0

      The question is why perform it in hardware rather than software?

      For the same reason that you do so many things in 'hardware' (that is actually in hardware or within the driver) already; because it then becomes transparent to the developer and it works in software that anticipated the need as well as those that don't.

    5. Re:Lag attack by Red+Flayer · · Score: 1

      "Analyzing the connection as well as the route to the destination can probably be performed by software or hardware."

      Well duh. Unless you think it might be better done by bioware? I don't think my brain could handle that.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    6. Re:Lag attack by steinnes · · Score: 3, Insightful

      Analyzing the connection? How do you propose that happens, I doubt anyone is using a protocol for their online game which is so complicated that it has routing functionality built into it at the application level. Also there would have to be a choice of different servers available, and usually (for MMO's at least) people choose their general area in the world, and I think most game services worth their salt then try and find a server for the client to play on which has relatively low latency. When it comes to "analyzing the connection", I think people just have to rely on the internet to do their routing, and a client machine with one gateway pretty much doesn't have much choice besides their one gateway with regards where to send the packets.

    7. Re:Lag attack by stienman · · Score: 2, Insightful

      If you're suggesting static routing (ie, put route information into the packets so they go the route you want them to) then I doubt it's going to help. IIRC many routers ignore that option. Further, it would simply add to the size of the packet and increase processing time at each juncture.

      There are really only two places for lag: the PC itself, and the network. I can imagine a card that optimizes itself for gaming packets. Imagine, for instance, the card estimating the arrival of a new packet coming from the computer. It can start sending out the packet header even before the computer gives it the packet information and data. At minimum it can start sending out the packet as it's received from the system rather than waiting for the complete packet (and CRC check).

      Still, we're looking at 1-5mS speed increase, and that increase is significantly less than, for instance, removing the router/firewall software/hardware.

      I'm interested in what the hardware does, but I can't see it improving the experience enough that even a heavy online player will notice the difference.

      -Adam

    8. Re:Lag attack by Tyger · · Score: 1

      My first thought when I saw the article was "Traffic shaper". I run one at home and it really helps with latency. But that is software. I suppose I can understand the concept of not wanting to run more software... From a gamers perspective, the less running to interrupt the game, the better. But it's not like a decent traffic shaper takes a lot of processing time. And it is better done in software anyway, at the source - the network stack. It can be done after the fact, but it is more complex to do.

    9. Re:Lag attack by Lehk228 · · Score: 1

      do both, have a traffic shaper on the gaming PC(s) to prioritize thier gaming traffic and set QoS for the Router to base it's traffic shaping off of, non game PC's get less priorities, RTS games get medium priority, MMO's get high, and FPS games get maximum priority.

      what would be nice would be a standard protocol for games to communicate what phase of play they are at, that way if Gaming rig A is running Counterstrike and rig B was playing UT, priority could be doled out based on who was closer to the end of the match, or who was involved in more precision-critical tasks.

      --
      Snowden and Manning are heroes.
  3. Reducing lag? by Andr0s · · Score: 3, Insightful

    Honestly, I don't see how user-side hardware (or software, for that matter) can reduce online activity lag. Sure, you might try to implement some sort of protocol that evens out the lag a bit by pulling excessive amount of data when 'lag is low' and use it to fill in the gaps when 'lag is high' - but that'd require a certain, no small, amount of heuristics and second-guessing. I'm certain many of early MMO veterans remember the ancient lag issues from the times of real-time simulations - fast ones in particular, such as flight simulators, suffered tremendously from lag-related issues such as phantom opponents (where your 'second guessing' lag-compensators assumed that opponent would continue in a straight line or at the same turn radius/speed, whereas he actually went into some wild maneuver). In the current state of affairs, I'm honestly not sure how much, if any, of the lag in your average MMO is user/connection-side and thus corrigible; games such as World of Warcraft, City of Heroes and Battlefield 2 are actually playable over dial-up - the trickle of packages isn't a lot of challenge even for a stable 56k modem. The bottleneck of modern day MMOs seem to be game servers going slightly ballistic when a certain area gets swarmed by a large number of active player objects (think Ironforge in WoW or Atlas Park in CoH) and therein lies the catch... how do you expect client-side hardware to correct server-side problems?

    --
    '...computers in the future may have only 1000 vacuum tubes and perhaps weigh 1.5 tons...' Popular Mechanics, 03/49'
    1. Re:Reducing lag? by StikyPad · · Score: 1

      Excellent points -- almost as if I was reading TFA all over again.

    2. Re:Reducing lag? by DRAGONWEEZEL · · Score: 1

      One good way is to reduce the latency by simplifying the packets. What would be neat is if the network card did the encryption & such.

      maybe there would be a system similar to a physX processor. Where the game sends all network related data to a card that does only networking related tasks. Firewall, Routing, protocals, heuristics... etc. all at the card lvl.

      One Idea I just had was that the server could just change the encryption level of the packet in real time. 40 players on screen at once? all being active? Reduce it to 32 bit. your the only one in a sea of npc's JACK it up to 256 bit. Or maybe just decrease the packet size dynamically. More players? send more smaller packets. Fewer players? send less but larger packets.

      I am sure blizz's Network engineers probably allready worked /working on this type of stuff left and right. They are pioneering bandwidth issues that no one has really had before. New servers are just hammered by players looking to ease the strain,

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      How much is your data worth? Back it up now.
    3. Re:Reducing lag? by Andr0s · · Score: 1

      I see sense and logic in your idea - but for it to work, the standards would have to be established across the board to guarantee that the 'lag reducing card' on client side employs same methods as the serverside equipment, regardless of game / application. Before such standard is implemented, claiming your product can do that single-sidedly, on user end, is sort of ridiculous. Not to mention the question that has been raised throughout this topic... why would you want to use a piece of dedicated hardware just to implement dynamic packet encryption/compression protocols when your PC already has plenty of computing and processing power of its own? Adding another piece of hardware with dedicated software package for that, as I see it, only adds a Point of Failure to the chain. Instead of having PC talk to communication equipment (router or cable modem) which talks to Server, you have, in effect, PC talk to interface card which talks to communication equipment - so you need to guarantee that both user's PC and user's comm equipment are stably interfacing with this newfangled piece of hardware. And, as any Windows user will tell you, tat's not always easy....

      --
      '...computers in the future may have only 1000 vacuum tubes and perhaps weigh 1.5 tons...' Popular Mechanics, 03/49'
    4. Re:Reducing lag? by DRAGONWEEZEL · · Score: 1

      Agreed.
      My main thoughts were just A.D.D. ramblings on how it might not be a vaporous claim.

      I have lots of neet ideas, but even I know that doesn't mean they are useful!

      --
      How much is your data worth? Back it up now.
  4. Made from oil squeezed from genuine snakes. by Rob+T+Firefly · · Score: 4, Funny

    I wonder if these are the same people as the ones behind the magic cellphone boosting sticker.

  5. Is it something like PowerPlay? by Stormwatch · · Score: 2, Interesting

    Valve came up with this "PowerPlay" technology, which promised the same thing... but in the end it was as fake as Infinium's Phantom.

    1. Re:Is it something like PowerPlay? by RingDev · · Score: 1

      Interestingly enough, PowerPlay sounds a lot like the current "Pay for Priority" scandle coming from the major pipe companies now. I wonder is Power play could be adapted into a VOIP system...

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    2. Re:Is it something like PowerPlay? by Have+Blue · · Score: 2, Informative

      PowerPlay wasn't so much "fake" as "yet another futile attempt to introduce Internet-wide QOS".

    3. Re:Is it something like PowerPlay? by Krid(O'Caign) · · Score: 1

      Powerplay wasn't fake per-say... they just deluded themselves into thinking they could convince ISPs to give games priority over all other traffic. The concepts behind the idea are sound - reduce latency by reducing delays in the pipe - but insisting that providers pay for it was simple stupidity. The bandwidth a 56k modem can provide actually COULD handle most games sans multiplayer physics objects IF there was no logjam effect working against it.

      Now, in the phantom's case, it's a few people putting on a smoke and mirror show with the direct intent to scam people. Misguided vaporware and malicious fraud are two completely different things, mind.

  6. Special Driver? by elasticwings · · Score: 5, Funny

    Maybe it's a regular old NIC, but part of the driver just shuts down all your P2P apps and torrents.

    1. Re:Special Driver? by Anonymous Coward · · Score: 0

      Just make your own, overclock your existing NIC, and you'll be fine.

    2. Re:Special Driver? by rev063 · · Score: 1

      Y'know, for a lot of people, this might actually be effective. (I'd mod you Informative rather than Funny if I weren't responding.) I've been in a number of on-line situations where another person was reporting poor performance, latency, or lag, only to discover that they'd saturated their link with BitTorrent or similar. They had no idea it might possibly have an effect on their online experience...

  7. Sure, why not by smooth+wombat · · Score: 4, Insightful
    After all, there's a sucker born every minute.*

    This isn't any different than the phantom console, magnets which supposedly help your arthritis or whatever book that Kevin Trudeau is bilking people into buying claiming this is information that the government doesn't want you to know about.

    This shouldn't surprise anyone. Not the least of which that there are VC idiots who will gladly pony up the money for a non-existant, never-to-be-made product simply because it has oodles of neat sounding words in its description.

    *PT Barnum never actually said those words but people routinely attribute the phrase to him.

    --
    We will bankrupt ourselves in the vain search for absolute security. -- Dwight D. Eisenhower
    1. Re:Sure, why not by ZombieWomble · · Score: 2, Informative
      After all, there's a sucker born every minute.

      And there's a business graduate who wants to take advantage of them. From TFA:

      The company is a start-up company with roots from the McCombs School of Business at the University of Texas at Austin, and was formed by a team of Executive MBA students to improve the performance of online video games.

      Personally, I would've expected a tech start-up to include at least someone with a degree in, you know, technology of some sort...

    2. Re:Sure, why not by LightningBolt! · · Score: 1

      The company ... was formed by a team of Executive MBA students to improve the performance of online video games.

      Personally, I would've expected a tech start-up to include at least someone with a degree in, you know, technology of some sort...


      Right, like during the dot com boom/bust, when a B.A. in Sociology made you a programmer. ;)

      --
      Old people fall. Young people spring. Rich people summer and winter.
    3. Re:Sure, why not by LWATCDR · · Score: 1

      Or the software RAM expanders, Disk Doubler, DriveSpace.....

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    4. Re:Sure, why not by Tyger · · Score: 1

      Or the "web accelerators" that made your "dialup as fast as DSL", when really all they were is a precacher for links in web pages.

  8. So...what causes lag? by Short+Circuit · · Score: 3, Interesting

    There are many different causes of lag, from network congestion, to I/O limitations on the server and client side. (Ever had an antivirus program start a deep scan in the middle of a match?)

    Right now, with the proliferation of antivirus and antispyware software, I could see something designed to alleviate I/O constrictions as being very beneficial to gamers. Perhaps a battery-backup+cachedrive device to chain between the hard disk and the I/O controller. If an application can request that its data be cached, you no longer have to worry about seek times in reading data off the drive. (You could conceivably reduce your RAM and VRAM requirements, too!)

    1. Re:So...what causes lag? by Wizardry+Dragon · · Score: 1

      The changes on client side are a matter of milliseconds, and aren't going to make up for the low speed (56k) and congested (cable) connections. Something like that is hoping that your mail gets delivered faster by putting it in a hot pink envelope.

      ~ Wizardry Dragon

    2. Re:So...what causes lag? by Short+Circuit · · Score: 1

      Not when an automated antivirus scan kicks in. Your useful throughput from your hard drive drops like a rock, and the system can become unresponsive for hundreds of milliseconds at a time.

      That's easily enough to seriously screw up a high-intensity FPS game. When you can't even aim at that sniper you've been trading shots with, you're screwed.

    3. Re:So...what causes lag? by theJML · · Score: 3, Informative

      And that's why you shut down your AV when your playing... and chat, and those cd's your burning and those torrents you're pulling from and that pr0n playing on the second screen of your dual monitor setup. Concentrate on the game and all is well. I don't need someone's expensive add-in card to tell me that.

      Now, perhaps we can invent an add-in card that uses subspace carrier waves that will make a direct connection to your opponent instead of wi-fi or copper wires that go through switches and proxies. (oh yeah, and they need to have open source linux drivers, :)

      --
      -=JML=-
    4. Re:So...what causes lag? by Short+Circuit · · Score: 1

      OK...so you're smarter than the average gamer. And believe me, I know plenty of "average" gamers.

      They don't measure up to the Slashdot norm for technical competence.

    5. Re:So...what causes lag? by Wizardry+Dragon · · Score: 1

      There is no hardware card which cures user incompetence.

      ~ Wizardry Dragon

    6. Re:So...what causes lag? by Lehk228 · · Score: 1

      sure there is, but DHS frowns on shipping PCI-E cards containing semtex.

      --
      Snowden and Manning are heroes.
    7. Re:So...what causes lag? by Short+Circuit · · Score: 1

      I'd be inclined to argue that hardware development, from the early days of the PC on, has aimed at mitigating user incompetence.

      The introduction of cache to hard drives and hard drive controllers combat head thrashing from using swap too much. The introduction of the Windows key on keyboards makes keyboard shortcuts easier to grasp. The optical mouse makes scraping gunk off little rollers in ball mice unnecessary.

      If one takes these arguments to their entirety, each of the above introductions was aimed as a treatment for user incompetence. However, you and I would call them a convenience.

      Frankly, I'd like a battery backup+cachedrive to stick between my motherboard and my hard drive. It would be like having a gigabyte drive cache that doesn't get lost when you lose power, but gets written to disk.

  9. It's filled with entangled qubits! by santiago · · Score: 4, Funny

    The card must have a reservoir of quantom-entangled particles that can be used to communicate instantaneously with the server (which has the other half of each pair). You'll probably have to subscribe to a service that ships you new bundles of particles each month to replace the bandwidth you use up. Be careful not to do anything important with it, or you'll violate causality, and cause all sorts of trouble for the universe...

    1. Re:It's filled with entangled qubits! by vertinox · · Score: 2, Funny

      Does it mean I have to look inside my computer box each time I want to know if I've been fragged or not?

      And if I don't look... Does that mean my online Counterstrike guy is neither alive nor dead, but stuck in some limbo where he has neither rescued the hostages nor got an Desert Eagle round to the head?

      I don't know about this service...

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    2. Re:It's filled with entangled qubits! by KlomDark · · Score: 1

      Nothing better than Ansible technology in this case!

    3. Re:It's filled with entangled qubits! by fm6 · · Score: 1

      I'm reminded of Isaac Asimov's imaginary chemical, thiotimoline, which is so soluble, it starts to dissolve before you put it in the water. When he published a "scientific paper" on the chemical, a lot of readers didn't get the joke -- even though the "journal" in question was named Astounding Science Fiction.

    4. Re:It's filled with entangled qubits! by The+Angry+Mick · · Score: 1
      Does that mean my online Counterstrike guy is neither alive nor dead

      Sounds like a job for Schrodinger's Medic.

      --

      I'm not tense. I'm just terribly, terribly, alert.

  10. The "gold cables" of gaming? by Philus · · Score: 5, Insightful

    I guess it was just a matter of time before something like this appeared.. The hi-fi industry has cables and magic boxes all over the place, now we get magic hardware.. I'm VERY curious to how they plan to eliminate lag introduced by routers that they have no control over. Not to completely blow them off, but I'm not holding my breath. Seeing is believing.

    I have a semi-decent 5.1 surround setup, and have avoided expensive cables because I simply don't believe in it. Audio cables might benefit from better shielding and low capacitance wiring, but digital signals.. come on man. A bit across the wire that's "worn in the edges" is still a bit, unlike a sound wave.

    1. Re:The "gold cables" of gaming? by GigsVT · · Score: 3, Informative

      Digital signals are a little more sensitive actually, but audio in general is extremely independant of wire characteristics.

      Baseband audio is only 0-30khz and that's being generous. You can put 30khz across barbed wire fence and it'll sound the same. It's just too low frequency for RF effects to show up unless your wires are 50 miles long, no matter what any "audiophile" says.

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    2. Re:The "gold cables" of gaming? by brunes69 · · Score: 3, Informative

      Digital signals are a little more sensitive actually, but audio in general is extremely independant of wire characteristics.

      This is somehwat true, but there are two important factors here:

      - In home audio at least, all the digital codecs ship with some levels of ECC. So any minor data lost is irrelevant.

      - Because it is a digital signal and not analog, it is therefore either a perfect transmission, or a flawed transmission. There is no middle ground. If your reciever gets an uninturrupted data stream without obvious bleeps with your crappy 0.99 RCA SPDIF cable, then buying a $40 monster gold plated cable will make no difference whatsoever. If it did, then you would be hearing the interference as very obvious bleeps and bops, or your reciever would be cutting in and out. Digital audio codecs do not gracefully degrade as bits randomly vanish.

    3. Re:The "gold cables" of gaming? by Wilson_6500 · · Score: 1

      I'm going to get Overclockers jumping down my throat for this, but I think we PC gamers already have to worry about stupid crap like this. We have processors that are specially branded for overclocking, memory sticks specially branded for fiddling with latency timings, and all that sort of stuff. Complete snake-oil BOARDS would be a new thing, but there's plenty of iffy investments out there for PC gamers these days.

    4. Re:The "gold cables" of gaming? by MarkGriz · · Score: 2, Funny

      "I'm VERY curious to how they plan to eliminate lag introduced by routers that they have no control over."

      By getting the routers to support the NO_LAG bit, of course.

      --
      Beauty is in the eye of the beerholder.
    5. Re:The "gold cables" of gaming? by radish · · Score: 1

      Digital audio data coming from, say, your CD player to your amp is sent as a plain PCM bitstream. There is no ECC, no error detection or correction. If a bit gets flipped you'd get distorted sound (but you'd have to be very be unlucky to get a very noticable burst of static). Couple that with the whole clock issue (as there's no seperate clock line jitter becomes an issue) and you get something which is distinctly not 100% accurate.

      --

      ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

    6. Re:The "gold cables" of gaming? by Jherek+Carnelian · · Score: 1

      Because it is a digital signal and not analog, it is therefore either a perfect transmission, or a flawed transmission. There is no middle ground.

      I believe that to be false. Although I never really investigated their claims, some people say that the lack of an external clock on sp-dif can cause audible variations in the sound output. The impression I took away from the discussion was that the timing of the DAC on the end of a sp-dif connection is driven by the clocking of the sp-dif signal itself and thus, in real-time you can end up with longer or shorter tones than was intended.

      Apparently there are products that buffer and re-clock incoming sp-dif data in order to assure consistent timing from one sample to the next. But, for some reason, most consumer-grade equipment does not make use of that kind of circuitry and just simply drives the DAC's clock from the sp-dif signal directly.

      I'm no audiophile, I generally subscribe to the belief that louder==better, but the theory as explained to me (not necessarily as explained by me) sounded plausible.

    7. Re:The "gold cables" of gaming? by karnal · · Score: 1

      That's the thing, though - those iffy investments out there for PC gamers would have a tangible effect, even if it's something that a casual gamer would not freak out over.

      Consider getting an extra 2-5 fps in your favorite FPS because you've paid twice as much as "value ram" for the best tweaked ram there is... There's definitely a tangible benefit here, and quite possibly an objective benefit.

      Depending on who you ask, it will be iffy. But will it be tangible?

      --
      Karnal
    8. Re:The "gold cables" of gaming? by brunes69 · · Score: 1

      All of this only matters if you are tlaking about raw PCM data from a SPDIF connection to a CD player or DVD AUDIO player.

      When most people are talking about HiFi, they are talking about Dolby Digital or DTS surround sound, like the GP with his 5.1 setup.

      Both of these binary codecs include ECC and don't care about discrete clock timings any more than an MP3 player would.

    9. Re:The "gold cables" of gaming? by jandrese · · Score: 1

      OTOH, not buying "value ram" can mean a LOT for your system stability. Only hard drives fail more often for me than value ram.

      Of course you don't need the overpriced ram with heatsinks and LCD displays on the side. You just need to buy good quality (Kingston, Crucial, etc...) DIMMs.

      --

      I read the internet for the articles.
    10. Re:The "gold cables" of gaming? by linzeal · · Score: 1

      My worst problem is value power supplies. Cheap transformers are scary and they can ruin other components if they are really noisy. I had a +5v line running at 3.7V on a cheapie for awhile before other shit started breaking.

    11. Re:The "gold cables" of gaming? by lgw · · Score: 1

      It's quite easy to drive the receiver's clock off the signal itself. Almost every serial bus of any sort does this. It's a well-solved problem. Of course, a given implementor can still do it wrong, but if you're the sort of audiophile who likes expensive cables, it's almost certain you don't need them for digital signals.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    12. Re:The "gold cables" of gaming? by Meostro · · Score: 1

      Isn't this the same concept as gaming routers?

      AFAIK, they just QoS the hell out of everything so that game packets get YOU MUST DELIVER THIS IMMEDIATELY OR FACE CERTAIN DEATH!!! service and everything else gets meh, whenever you like, if you're not busy... service.

    13. Re:The "gold cables" of gaming? by Wilson_6500 · · Score: 1

      I maintain that it's a form of snake oil, although a much less blatantly unethical one. "Causal" buyers could easily be duped into overspending on what is for them a worthless product--if you never use the overclocking features of your processor, either because you don't know of them or because you don't want to risk a fried chip, you've paid for nothing. If you expect a performance increase because you've purchased what you were led to believe was a superior processor, when it is actually just a processor that's _possibly_ capable of higher performance (and thus you see no enhanced performance simply by buying the higher grade of processor) I would say that you've been duped. Sure, the gold cables have no actual benefit no matter how you use them, but neither does equipment you can't or don't use--and let's keep in mind that we're talking about the average customer, who will often pay extra to get a piece of equipment that has some better capability even if they have no idea what that extra capability is supposed to be. For the casual PC builder (probably even for people who buy PCs pre-built from companies that offer this level of customization), it's a borderline sham.

      I also think it's a little shady to distribute unlocked versions of technology for a higher price, but that's a different debate. Further, like you've said, 2-5 fps is a debatable improvement, so I won't even get into discussing if that's worth an extra $100 outlay. Better not to tread there as much as I'd like to argue the point. Also, someone else has mentioned the whole "let's put LEDs on it and sell it for more" bit, so I don't need to point that out again.

      Suffice to say there's already plenty of gotchas out there for someone on the outside of PC gaming looking in--no wonder console games are so popular these days. Then again, someone wants to sell you gold component video cables for your PS2...

    14. Re:The "gold cables" of gaming? by jandrese · · Score: 1

      I've not had that much trouble with power supplies, but people seem to be more willing to drop the extra $10-$15 on a halfway decent power supply (which is all you really need) than they are on the extra $25-$40 or so for good quality RAM. Perhaps it's becaue they look at the price of their ram, then notice that they can buy the next size up in the value ram for the same price.

      Still, RAM errors are one of the most annoying to track down too. At least with bum power supplies you can put a multimeter in there and read the voltages. Heck, most BIOSes these days include some voltage monitoring that will at least tell you if the lines are in the right ballpark.

      --

      I read the internet for the articles.
    15. Re:The "gold cables" of gaming? by Philus · · Score: 1
      Then again, someone wants to sell you gold component video cables for your PS2...


      I actually spent $25 (bloddy ripoff!) on a S-video connector for my PS2.. got rid of that annoying red interlace-noise-something that has ALWAYS bugged me with most if not all PS2's i've seen connected to CRT TV's..
    16. Re:The "gold cables" of gaming? by Lehk228 · · Score: 1

      i'm sorry to hear that you bought into the bull.

      it is, in theory, possible for your digital signal to get corrupted if it lacks any sort of ECC. the flaw however is that digital transmission is a well solved problem, even cheap unshielded ethernet cable will rarely have data loss issues if terminated and connected properly. the cheap hi-fi digital cables are much better protected from interferance than cat5.

      --
      Snowden and Manning are heroes.
    17. Re:The "gold cables" of gaming? by DavidTC · · Score: 1
      Yes, what equipment you hook to the cable, and how it gets the timing, can certainly effect things.

      However, the point was, what cable you're using doesn't. Either it's working, or it's not. Cables cannot slow signals down, unless one end is moving at a significant fraction of the speed of light relative to the other end. ;)

      And, as the other guy pointed out, digital surround is not 'timed' anyway, you can't go off what the other end thinks is the right timing, you have to buffer and play it back. It's not 'Here's a 16 bit value, here's a 16 bit value, here's a 16 bit value' and you pump those to the speakers, you don't have a pre-defined amount of data for each amount of time.

      Of course, you could run out of data if the other guy isn't making it fast enough, but whatever. No way to fix that via the cable or receiving device.

      --
      If corporations are people, aren't stockholders guilty of slavery?
    18. Re:The "gold cables" of gaming? by Vryl · · Score: 1

      I believe it to be false

      THAT'S BECAUSE IT IS.

      Yeah, my 'real audio' stream is a digital signal. Therefore it's either a perfect stream or a flawed transmission.

      Yeah, well, it's nearly always flawed. I can still get it.

      Even CD redbook has ECC, and you get better sounding and worse sounding CDROMS, depending on how well they can correct the 'error'. cf CDMA digital signals.

    19. Re:The "gold cables" of gaming? by Jherek+Carnelian · · Score: 1

      i'm sorry to hear that you bought into the bull.

      I'm sorry to hear that you responded without reading the details in my post. Your reference to ECC and data-loss indicates that you do not understand how a clock signal is used by a DAC.

    20. Re:The "gold cables" of gaming? by Lehk228 · · Score: 1

      it is plausable, but it's still bull. CD audio runs at 44100 samples/second/channel. unless there is something seriously wrong (samples averaging too long or short... resulting in eventual skipping or overflow of buffers) you will not hear the difference, sensative electronics could probably tell but would be quite expensive and nearly completely pointless.

      --
      Snowden and Manning are heroes.
  11. There's Bull and Then There's Bull by __aaclcg7560 · · Score: 1

    "So yes, there might be a business here. But if so, it will be a business built largely on bullshit."

    This quote comes to mind every time I hear a new MMORPG is being announced for that overcrowded, money-losing market. Won't be long before they start bundling a game network accelator card and a game network router as freebies.

  12. The speed of light? by steveo777 · · Score: 1
    One NIC compared to another will barely ever harbor a difference, and internet hardware is constantly being upgraded with newer/faster equipment (hopefully). The way I see it, perhaps they could speed thing up a bit by cleaning up TCP/IP coding. This is doubtful. Another solution to lag would be a faster system than TCP/IP altogether, but I don't think 4 million would cover the marketing costs after development of a new software and hardware. And the speed of light isn't getting to be any faster.

    The only viable solution... is all of them.

    A NIC that produces "hyper-electrons" (patent pending). These "high energy electrons" move up to 80% faster than normal electrons. They also refuse to sit around in a "bit bucket." No sir, these bits are the firecrackers of bits. Not content to wait for a new assingment, they pass directly through hardware to thier destination. XYZ labs has figured out a "direct electron-spin" addressing system. Every access point on the new networks is assinged its own personal spin. The best part? Infinity is infinite, so you don't have to argue to include another couple extra bytes to the IP's if the networks grow too large! There's always another spin.

    The new cards will be available in two flavors: P2P, and MMORPG.

    --
    This sig isn't original enough, it's time to come up with something witty...
    1. Re:The speed of light? by mcsestretch · · Score: 1

      I'll give you $4 million dollars to come up with a product.

      Wait....

      I just found out some company developed a point mass on a frictionless surface. Sorry, my money's going to them.

  13. It's already been tried with dialup by WreckDiver · · Score: 2, Interesting
    U.S. Robotics used to sell an "Internet Gaming Modem" that claimed to improve response times by optimizing the route between the player and the server. For playing MMO's, which tend to be hosted on server clusters instead of individual computers, the performance seemed to get worse.

    http://www.usr.com/support/overview-template.asp?p rod=s-game

    http://www.tweak3d.net/reviews/3com/gamingmodem/

    Their Performance Pro modem also claims to have a gaming mode:

    http://www.usr.com/products/home/home-product.asp? sku=USR5610B

    1. Re:It's already been tried with dialup by pslam · · Score: 1
      For dialup modems, there is some optimisation you can do. There is a small "queue" of data in the modem on both your side and the ISP's side, which is used as a buffer to get higher throughput. At the low speeds a dialup modem runs at, this also means much higher latency when your connection gets close to saturation. If you remove the buffer, your throughput suffers, but you reduce some of the latency. At ethernet speeds, such buffering has a negligable impact on latency.

      Of course, it's all bullshit because that still doesn't fix the other side's modem, and the long queues you'll find at the ISP itself, etc etc. The best way of making sure your data doesn't get queued is to deliberately stay away from saturating your link.

  14. Latency vs. reaction time by Anonymous Coward · · Score: 0

    http://healthfitness.com.au/articles/highperforman cetraining/100_meters_sprint.htm

    Is 200 ms. latency an issue for gamers? Probably. The reaction time for an elite athlete can be as little as 110 ms. So some gamers would feel disadvantaged if there was an extra 200 ms. between pulling the trigger and the bullet coming out the barrel.

    The above doesn't apply to me. Mostly I'd get clobbered even if I had zero latency.

    1. Re:Latency vs. reaction time by Mprx · · Score: 1

      Any latency is an issue if you're competing with other players. Assuming you have equal reaction time and skill, whoever has the lowest latency wins. It's the same reason why you have people buying top of the range PCs and then playing FPSs at minimum detail.

    2. Re:Latency vs. reaction time by lgw · · Score: 1

      In a FPS, a difference in latency of 20ms is noticable to most gamers. Many gamers assert that they're affected by smaller latency differences than that, but objective data to support such claims is lacking.

      --
      Socialism: a lie told by totalitarians and believed by fools.
  15. flimsy method, attractive idea by AgentDib · · Score: 1

    Despite the fact that this is probably smoke and mirrors, the overall attraction is pretty high. The difference between a 30-60 ping and a 60-90 ping is extremely significant at high end gameplay. Consider that hardcore FPS gamers spend $500 on a cutting edge video card to pick up another few frames per second and I think you can safely say that a solution that would reliably lower latency by 20-30ms would sell like hotcakes to the enthusiast crowd.

    Mpath was doomed from the start because they segmented their users onto special servers. Gamers primarily want a better ping to gain an advantage, end of story. Lowering everybody's ping equally was a nice benefit, but it certainly didn't entice enough people to sign up for the monthly fees. When you add in the sharp skill break differentials in online gaming, it became very hard for mpath to attract anybody but the truly hardcore gamers - and they all preferred to play on ladder servers anyway.

    One intriguing possibility would be if a company were to host a large number of dedicated servers for each popular online FPS, then have a solution that would allow people to pay for special access to those same servers with less latency. The thought of gaining a lower ping on a server they already play would be much more likely to sway gamers to sign up for an account then moving to dedicated servers with other low ping players.

  16. using beta hardware here.... by Anonymous Coward · · Score: 1, Funny

    Suck it, net haters. Beta hardware here. Using the special optimized ping utility they supplied with the board:

    C:\>ping www.bigfootnetworks.com

    Pinging www.bigfootnetworks.com [66.219.46.153] with 32 bytes of data:

    Reply from 66.219.46.153: bytes=32 time=1ms TTL=47
    Reply from 66.219.46.153: bytes=32 time=1ms TTL=47
    Reply from 66.219.46.153: bytes=32 time=1ms TTL=47
    Reply from 66.219.46.153: bytes=32 time=1ms TTL=47

    Ping statistics for 66.219.46.153:
            Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
    Approximate round trip times in milli-seconds:
            Minimum = 1ms, Maximum = 1ms, Average = 1ms


    See? *Obviously* it works. Heck, it's so powerful and well-optimized that it works even if I take the new net card out!

  17. Cute and interesting - is it an RDMA NIC? by MerlynEmrys67 · · Score: 1
    Could what they are proposing be an RDMA NIC ?

    Imagine I write my software to take advantage of DDP/RDMA/whatever protocols that sit on top of TCP. I do this to reduce the memory copies on the server side (where these NICs are essential) - something like this might help even MMOs where the cost of memory copying in the network stack could be significant (I doubt this however - I mean you can do 2-3 GBit on a modern system with plenty of CPU to spare). Now with RDMA I get direct memory placement so the holy grail of zero copy on the receive side.

    Now on the client - I can run an RDMA stack in software, slightly more overhead than a normal TCP stack, but not too bad. Now I sell you the same RDMA NIC that the server is using and bang - you get a slight speed improvement (realizing that these things are designed for 10Gbit networking, so your pathetic 768/10M cable connection is a sneeze to your modern system)

    I can see some potential for accelleration - however, it would take rewriting networking stacks in these games, new RDMA hardware on the server side to take advantage of it - and rather expensive NICs for a minor performance gain on the client

    --
    I have mod points and I am not afraid to use them
  18. This is nothing. by Burgundy+Advocate · · Score: 2, Funny
    Once I get my new quantum-entangled NIC and running, I'll have zero lag EVAR! "Accelerators"... hah! Try instantaneous reaction!

    --
    Dragging people kicking and screaming into reality since 1996.
    1. Re:This is nothing. by Rob+T+Firefly · · Score: 1

      Quantum-entangled? Puh-lease. If all goes according to plan on my new Quantum-Leap NIC, I'll be able to connect backwards through time before the bits were even sent!

      Think of the possibilities! I can get first-post on this article, for starters...

  19. No, you just need Monster Cables by Animats · · Score: 5, Funny
    Monster Cables, the darling of high-end audio wannabees, now sells computer cables. All you need is to connect your joystick using a gold-plated Monster USB cable to realize its "true performance potential ".

    Monster USB(TM) Ultimate Performance USB Cable

    Today's Advanced, High Speed USB Peripherals Require A Higher Performance USB Cable
    Not long ago, the world of USB was limited to low-speed devices like keyboards, hubs, and scanners, so using ordinary USB cable could suffice. Things have changed. USB is now used for high-speed peripherals like speakers and video capture delivering larger and different kinds of data at much faster rates with incredible bandwidth. Ordinary USB cable isn't designed to meet the new high speed demand. High attenuation can occur, which may result in "clipped" sound, lost frames of video when capturing, and connection failure. Of course, data isn't the only element a USB cable carries. In many cases, it must carry power, too. Average USB cables often promote loss, because they can't transfer all the power needed. This invites, lockup, hard shutdowns, etc...

    Introducing Ultimate Performance Monster USB: The Only High Speed USB Cable You'll Ever Need
    Higher speed. More bandwidth. That's what the latest generation of USB devices demand and only Monster USB delivers. Here's how: Internally, the conductors are specially wound using our advanced SingleHelix(TM) helical winding process. This enables Monster USB cable to deliver 500 MHz of bandwidth. That's five times the minimum USB requirement! You'll enjoy crystal clear sound and the highest resolution images possible. The RF and EM noise problems that commonly plague lesser cables is combated with not one or two, but three separate layers of high density shielding. As a result, you'll get the fastest, most accurate data transfer possible. Thanks to our ultra-large gauge power conductor, you'll get all the power needed to power-hungry USB devices, without loss. The internal construction of every Monster USB cable is created by a laser-controlled USB Extruder which ensures that the cable meets the highest performance standards for ultra-fast data transfer, up to 400 Mbps. And, precision 24k gold contacts maximize signal integrity and corrosion resistance.

    Prices start at only $24.95!

    And for that extra, melee-winning boost, get Monster Cable Ethernet Cable. Advanced XLN® Xtra Low Noise® construction delivers fast, reliable data transfer -- up to 100Mbps. 24k gold contacts provide error--free data transfer and maximum corrosion resistance.

    1. Re:No, you just need Monster Cables by Daysaway · · Score: 1

      I would mod you funny if I had the points.

      My favorite part is "24k gold contacts provide error--free data transfer and maximum corrosion resistance."

      Anybody remember from chem what happens when you place two dissimilar metals against each other?

      --
      Colonel Cranium this is Rectal Reconnaissance, we are on a collision course sir, Abort Abort!
    2. Re:No, you just need Monster Cables by LazyBoy · · Score: 1

      Good stuff, but your price is way off. At B&Ms like BestBuy, regular USB cables cost $24.95. Shocking, I know, if you buy online.

      --

      If Chaos Theory has taught us anything, it's that we must kill all the butterflies.

  20. So...what causes sneering? by Anonymous Coward · · Score: 0

    "Now, perhaps we can invent an add-in card that uses subspace carrier waves that will make a direct connection to your opponent instead of wi-fi or copper wires that go through switches and proxies. (oh yeah, and they need to have open source linux drivers, :)"

    You do realize that that also addresses that "Ask Slashdot" about an Internet that couldn't be snooped upon, don't you?

  21. Don't they remember the 12 netwriking truths? by BertieBaggio · · Score: 3, Informative

    RFC 1925 should be required reading for everyone who thinks they have a bright new idea for a network. In this case the company should pay particular attention to rule number two:

    [2] No matter how hard you push and no matter what the priority, you can't increase the speed of light.

    Since the signal has to travel a certain physical distance, there will always be unavoidable lag. Changing the NIC will have little to no effect, unless you are using some antiquated card that was designed around the early TCP/IP stacks. And gamers are hardly known for not having hardware that is so cutting edge the wounds are still bleeding.

    I'm waiting until some new VC-funded company requests major sums of money to build a NIC that communicates on the basis of quantum enatnglement for zero lag. Not to buy one, you understand, since you can't send information faster than the speed of light -- not even by entanglement.

    And have a read of the RFC I mentioned as well. Well worth the time.

    --
    If all you have is a grenade, pretty soon every problem looks like a foxhole -- MightyYar
    1. Re:Don't they remember the 12 netwriking truths? by rehtonAesoohC · · Score: 1

      Why don't cell phones ever lag?

      In my experiences with using a cell phone over long distances (distances greater than 500 miles), I have never experienced any lag in conversations. Why are cell phones any different than anything else?

      Of course, it's because when talking about networking, there are hundreds, perhaps thousands, of routers that informations ends up passing through before you end up receiving data. Conversations via cell phone only have to travel through a handful of major routing areas before the data ends up getting from point A to point B. If the entire networking scheme of the internet itself was re-routed, I'm sure most lag issues in online games could be eradicated. But of course, who's going to want to spend hundreds of thousands of dollars to reinvent the wheel?

    2. Re:Don't they remember the 12 netwriking truths? by jeffmeden · · Score: 1

      I dont mean to threadcrap, but that's just not right. First off, your cell phone does lag. Depending on how many groups need to carry your call (intra carrier or inter carrier) there can be many stopover points. Why don't you hear it? Humans arent able to discern much beyond 300ms of telephone delay. Want a fun experiment? Call a friend sitting across the table, then cover the mouthpiece on your phone and talk loudly so you can be heard secondhand via your friend's phone. This will demonstrate just how much lag you can't notice when talking to someone you're not looking at.

      Secondly, the internet in general does a lot of automatic routing to reduce lag (See: RIP, BGP, EIGRP, OSPF, and the million other route-smoothing protocols). Alas, Most of the problems come from second-class end carriers like cable or phone companies running saturated lines and causing transit buffering or dropping, or problems at the server end where an overloaded CPU just cant pick the data up fast enough.

    3. Re:Don't they remember the 12 netwriking truths? by dago · · Score: 1

      Umh, maybe because that's circuit switched network and not packet switched one (doh!).

      Make a PPP session with your friend over there, and you will have a lower RTT than by going trough internet ...

      --
      #include "coucou.h"
    4. Re:Don't they remember the 12 netwriking truths? by Anonymous Coward · · Score: 0

      IP's 8-bit Time To Live, which ought to be decremented at every hop, would seem to contradict your statement that possibly thousands of routers are involved in internet communication between two nodes; try a ping and note the TTL. Try a traceroute and note the hops. After how many hops does a traceroute normally give up? Hint: it's not in the hundreds or thousands.

    5. Re:Don't they remember the 12 netwriking truths? by DavidTC · · Score: 1
      What the hell are you talking about? In what universe do cell phones not lag?

      Of course, how you could detect lag 500 miles away is an interesting question. If you want to detect lag, the correct way to do it is to call yourself on the phone.

      --
      If corporations are people, aren't stockholders guilty of slavery?
  22. Maybe not entirely BS by xenocide2 · · Score: 3, Informative

    This article gives a few scant details at the bottom about how it's accomplished. Apparently they plan to "offload" part of the work the server does over the internet to your computer's anti-lag card. Might be useful in a MMO where "server lag" does happen. On the other hand, you might as well just buy one of these damn cards for the server and be done with it.

    So this might work to improve things, but it seems that your software would have to be rewritten to use it. And I don't know mow significant it is, but one of the guys behind it is a former Intel chip designer. I guess there's plenty of stupid shitty intel chips in the world, but even they didn't want a piece of this.

    --
    I Browse at +4 Flamebait

    Open Source Sysadmin

    1. Re:Maybe not entirely BS by Have+Blue · · Score: 1

      This conflicts with the #1 rule of game networking: Keep the logic on the server wherever possible. If the client is given control over some part of the game state someone will figure out how to intercept and tweak it, quickly followed by a plague of cheaters and a bad reputation.

    2. Re:Maybe not entirely BS by F_Scentura · · Score: 1

      "This article gives a few scant details at the bottom about how it's accomplished. Apparently they plan to 'offload' part of the work the server does over the internet to your computer's anti-lag card."

      Offload what? There's absolutely no reason why you need a specialized card for a fictitious "lag-causing work" function.

      "Might be useful in a MMO where 'server lag' does happen."

      Again, if there's a function that can be performed on a user's PC, it can be performed on a user's PC already. Any server function of that importance should not trust the client's PC, regardless.

      This reads to me like a chiropractor's reliance on "subluxations" as the cure to every disease and disorder known to man.

    3. Re:Maybe not entirely BS by patio11 · · Score: 1

      MMORPG servers could accomplish less server lag simply by delegating more work to the client... but they won't, because the client is the enemy. It doesn't matter whether you give the client the calculations to be done by hardware, software, firmware, or an abacus, the server cannot afford to be in a situation where they have to trust any data coming from you because it *will* be compromised by some hacker eventually.

  23. Actually, the claim is even more ridiculous. by Artifex · · Score: 1

    The article quotes someone claiming they want to eventually "completely eliminate" lag.

    That's going to be a really neat trick, totally removing distance, the speed of routers, and the speed of the physical loop itself from the loop.

    Maybe they have secret alien ansible technology.

    --
    Get off my launchpad!
    1. Re:Actually, the claim is even more ridiculous. by Lehk228 · · Score: 1

      even an ansible would lag as it processes and packages the data for transmission, it just is not dependant on distance so you get the same lag across the room and across the galaxy. unless ansible just happens to operate at the same frequency as 10/100/1000 ethernet it won't eliminate lag.

      --
      Snowden and Manning are heroes.
  24. Looking for investors by pigs,3different1s · · Score: 0

    I have been working on a product that I expect to be a big seller; especially in the larger cities throughout the world. Families can use it while on vacation, and "Road Warriors" from the business world will find it invaluable.

    It's called "0 P U", and it removes the smell from cab drivers.

    As long as you are investing in projects that you aren't researching their viability, I hope that you'll consider my project. I just need some seed money to perfect the final product, do some marketing, and buy a company car... a Charger SRT8 should be sufficient.

    --
    "Put your message in a modem, and throw it into the cyber-sea." - Rush
  25. Why has no one mentioned by DangerSteel · · Score: 2, Funny

    Just turn off the porn !

  26. Another device that appears to already exist by GuyverDH · · Score: 1
    --
    Who is general failure, and why is he reading my hard drive?
  27. Types of lag in reality... by RingDev · · Score: 1

    I'm with the bandwagon on the BS'o-meter pegging.

    There are multiple kinds of lag:
    1) Server side. Nothing you can do about this, period.
    2) Graphics. Have 200 toons on your screen at once? Have an anti-virus scan fire up in the back ground? burning a DVD while playing a FPS? Enjoy the slide show.
    3) Client side connection. I have 3mb cable from charter, I experience connection lag about never, same goes for those people with DSL and T1/OC3 lines. But if you are trying to play an MMO over a 33.6kbps modem, you're probably going to spend some time ghosting and going LD. If you are trying to play a FPS over satellite, you're going to be shooting at people well after they have moved. And no matter what your little NIC does, it's not going to make that tiny 2' dish transmit data umpteen miles into outer space any faster. The only place I could imagine a beefed up NIC improving lag would be on wireless NICs.

    Then there is also a difference in causes of lag. It can be either a ping issue (playing over satellite or long distance wireless), or a bandwidth issue (going over a 33.6kbps land line modem). A NIC isn't going to have much effect on pings, maybe a millisecond here or there for stack handling, but nothing noticeable to users. But if you use a service like Net-Zero's or Netscape's web accelerator, you could put a compression engine on the card. That would take the accelerator load off the CPU and could theoretically help, but it would also require the server to be able to (un)compress the incoming and outgoing streams.

    -Rick

    -Rick

    --
    "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
  28. Not PCM by brunes69 · · Score: 1

    When you're talking surround sound (as the GP was), you're talking about Dolby Digital or DTS, both of which include ECC.

    1. Re:Not PCM by Philus · · Score: 1

      I'm using PCM all the time, and I have never noticed any weird bits. I believe any 75ohm cable will do the trick, as long as the distance is no more than a few feet. This page has a lot of technical details about S/PDIF.

      Some time ago, before I bought a new motherboard with S/PDIF coax (and toslink) output, I used an old SBlive card for digital audio. I didn't quite have the right plug though, I think there was supposed to be some 4-pin minijack of some sort, but a little fiddling revealed that a 3-pin minijack also would do the trick. the cable was long as heck, at least 5 meters, and was coiled up behind the PC. Whenever I turned on the TV, or the 17" CRT monitor I had back then, the signal would drop out for half a second. I wonder if that cable was 75ohm. :) Other than that, the sound was just fine as far as i could tell.

  29. Not Impossible, Just Improbable by jevvim · · Score: 2, Insightful
    First, they're terming "lag" as anything that delays your game - network latency, network loss, system latency. I can't envision their card reducing network latency or loss, but it certainly could be optimized for system latency. First off, a lot of network adapters try to play nice by interrupting the system only after multiple packets have arrived (resulting in nearly-full buffers) or after data has been waiting in a buffer for a certain period (sometimes up to 100ms, depending on the card). Creating a "gaming card" that reduces these delays by default (which really avid gamers can reduce as well, since most drivers allow these parameters to be tuned) could allow a company to market a "new network card" that's really just a differently tuned driver set.

    More improbably, though, is that Bigfoot Networks could implement and expose a programmable protocol processor on the card. This won't help existing games, but would enable developers to move some of their protocol closer to the wire, where it may be possible to buffer data more efficiently (send one "game state" packet to the protocol engine, which can then create the multiple unicast packets needed, instead of sending multiple wrapped network packets with effectively the same data across the PCI bus multiple times). However, this will require games to be adapted for it - somewhat unlikely - and even then would only provide significant help for game servers. But since many games - Quake, Half Life, et al - are hosted by home users, it might reduce lag in some situations.

    Of course, without a product to play with or any real announcements from the company, it's just speculation at this point. But I'd love to play with a programmable protocol processor - such a device could open up new opportunities for network efficiency innovation (running PPPoE in hardware, integrated firewalls like the nForce ethernet, not to mention TCP, segmentation, and checksum offloading).

  30. Further reading by metamatic · · Score: 1

    Stuart Cheshire's "It's the latency, stupid".

    http://rescomp.stanford.edu/~cheshire/rants/Latenc y.html

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  31. Possible method? by flooey · · Score: 1

    Since this will presumably be an Ethernet card, the only thing I could think of would be if they had their card designed to backoff in a non-standard way (for instance, never picking a backoff timer over half of the standard maximum). On networks with light or medium load, that could reduce lag a little bit for the gaming machine, at the expense of other machines on the network, and it wouldn't be the first time people violated a standard to improve performance.

    Of course, if you had two or more of these cards on the same network, or the network was heavily loaded, this could actually increase lag. But that would just mean you need to buy more cards!

  32. This means further delays... by monopole · · Score: 4, Funny

    Both Duke Nukem Forever and the Phantom console will have to be redesigned to incorporate this technology.

  33. Lag reducing hardware invention? by mmalove · · Score: 1

    ROFL...L...L...L... mmalove has been disconnected.

    Damn lag...

    --
    You can get 15 minutes of fame, but you can go down in history for infamy.
  34. God mode xploit by Fitzroy_Doll · · Score: 1

    Don't forget when using this technology to hit alt+f4 to enable god mode.

    1. Re:God mode xploit by Anonymous Coward · · Score: 0

      Actually, due to popular demand, they've re-routed this to the big button on the front of your PC. No more finger-gymnastics required!

  35. Remember CISCO/VALVE PowerPlay (vapor) ? by heli0 · · Score: 1

    http://www.speedguide.net/read_articles.php?id=108

    Those modems never materialized.

    --
    Whenever the offence inspires less horror than the punishment, the rigour of penal law is obliged to give way...
  36. First the Phantom, now this by Mirkon · · Score: 1

    Bigfoot Networks, huh?

    When people name their product or company after something that doesn't exist, then claim to have a secret ultra-cool device that works by magic, ... I think my point here should be obvious.

    Personally I'm beginning to think that these fake companies with "Look, we're not real, teehee" names are all founded by the same guy who just gets a huge kick (and a lot of money) out of it.

    --
    Glog!
  37. The real cause of lag by SanityInAnarchy · · Score: 1

    Most people who have even halfway decent connections are not lagging because of a network.

    Here's an easy way I have people check: ping Google. I've never gotten even 100ms round-trip to Google, and 100ms is still playable -- meaning that somewhere out there, there is a Counter-Strike server that I can play on without lag.

    However, most of the lag will be caused by something else -- generally software. Don't be stupid and get infected with spyware, viruses, and worms. Don't do that on the server side, either. Use efficient code, and have a big enough cluster and fat enough pipes to handle your users.

    In fact, if we could market Linux gaming as "reducing lag", we might be getting somewhere! That would eliminate far more lag than any other client-side mod, including bullshit cards.

    --
    Don't thank God, thank a doctor!
    1. Re:The real cause of lag by Wizardry+Dragon · · Score: 1

      'Ping' is hardly a comphrehensive network analysis. You're tracking one token amount of data (or a small string of packets) in a single burst, to a computer of your choice. Basically, an ideal situation. Now, in the gaming world, the reality is much different. You're often forced to use a network (usually gamespy) and are only as fast as that network you're on, and the server responding.

      ~ Wizardry Dragon

  38. Oooo! A chance to cite my very favorite product! by Alsee · · Score: 1
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    Window Tuning 40mm 8-Layer Super Dot $159.00 for set of 8
    Window Tuning 40mm VTS Dots, Series II $ 79.00 for set of 8
    * Windows: 4 tuning dots each window pane, in corners 1 inch in from each edge
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    Any check for $6,522 or above will be reported to the Department of Homeland Stupidity for further investigation.

    -
    --
    - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  39. Galvanic corrosion by mbessey · · Score: 2, Funny

    Anybody remember from chem what happens when you place two dissimilar metals against each other?

    Uh, nothing, unless there's an electrolyte in contact with both. I think if the back of your computer is regularly getting splashed with salt water, you might want to think about moving it to another location...

    1. Re:Galvanic corrosion by Anonymous Coward · · Score: 0
  40. Now, releasing the Zee-TRansFer, l33t g4m3r NIC by Xamusk · · Score: 1

    Right now, available at your home to buy online from www.sh33tl04d.c0m, the brand new:
    ---------------- Zeeeeeeeeee-TRansFer, l33t g4m3r NIC ----------------------
    Just what you, the hardcore elite gamer needs!!!
    With the brand-new Zee-TRansFer, technology, with the ZXfer stack, you can make packets travel FASTER THAN LIGHT itself.
    The ZXfer technology card is driven by Good Over Distance (G.O.D.) engine power to make a super-duper small black hole, right beside your computer! The information then travels in hiperspace making a straight line through the curved universe. At the server-side, a l33tR34c70r (R) Power Plus Deluxe Edition trans-electron-quantum-wormhole is generated, putting the electrons right inside the server CPU core, enabling zero-microssecond (c) delivery.

    Besides all that, you get FREE the *original* QuantumPen with the l33t h4x0r logo in it, just what you wanted to write that zillion-dollar check.
    Also payable through PayPay and/or Viza.
    Drivers available to Windoze, MakOS XXX, Linuks, QNK, FriiBSD, PalnOS and PocketBC.

    All trademarks are copyright l33t h4x0r corp
    Patents 234123412345, 5134523452345, 2345623451435, 13453452345, 134523452345234, and 23134345236764 through 456345634515434 pending.

  41. Neutrinos by 2008 · · Score: 1

    You don't need "subspace carrier waves", you can just use a beam of neutrinos. Communicate at lightspeed with none of that routing-packets-around-the-Earth crap - neutrinos go direct.

    You just need a linear accelerator (with a steerable beam) or nuclear reactor to generate them and one of these to detect them.

    It's a bit more than I'd be willing to spend on my gaming PC, but they could probably get some Alienware customers to preorder.

    --
    I quit!
  42. They're trying to hire someone to make it work by Animats · · Score: 1
    Bigfoot Networks has a job ad. They need someone to make their magic card work.

    Bigfoot Networks, Inc. - Senior Video Game Network Programmer (C++, C, Game Design, Networking)

    Full Time Employee will be responsible for architecture and implementation of programming interface and device driver interaction for a next generation network acceleration device targeted towards video games.

    Responsibilities include API interface architecture and programming, development and implementation of sample implementations of the accelerator, implementation of other related game network low level software.

    10+ years of game software design, experience in client/server game networking architecture and programming, socket programming, and superior skills in C++ and C, all a must.

    Knowledge of Windows WDM, PCI, TCP/IP, and embedded programming, a plus.

    Medical and Dental insurance is available through company.

    For more information, please contact Harlan at BigfootNetworks dot com

  43. It's actually not a stupid idea. by Kingrames · · Score: 1

    It's just as viable as hiring someone for your business to smooth out the distribution of your operations.

    if enough people bought the card, it might devise better ways for computers to connect to each other throughout the internet, which would benefit EVERYONE. so, ideally, it's a very viable and lucrative opportunity.

    I, for one, am very interested in seeing how it would work.

    --
    If you can read this, I forgot to post anonymously.
  44. Juniper has a similar solution. by Hodr · · Score: 1

    http://www.juniper.net/products/appaccel/wan/wxc/

    Claims to although its an adaptive compression (builds the dictionary as your apllication is used) they claim an overall net decrease in latency because of the reduction in packets / packet size.

    They also claim up to 100x reduction in bandwidth use.

  45. The Last lag reducing NIC ever needed by kafros · · Score: 1

    The one that reduces the brain signals lag between thinking about investing in new high-tech to the time you realise that this is a scam.

    This kind of lag ranges from ns to years depending on body wiring. :-)

    On a more serious note: It is possible to reduce lag by "generating" enough energy that will bend space time to the point were the server which is 1500KM away will be just next to your PC so you can go wireless.

    You only need to find a way to escape the generated black hole so that you dont vanish at the logon screen :-)