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."
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!
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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?
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'
I wonder if these are the same people as the ones behind the magic cellphone boosting sticker.
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Maybe it's a regular old NIC, but part of the driver just shuts down all your P2P apps and torrents.
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
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!)
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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...
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.
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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
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.
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Both Duke Nukem Forever and the Phantom console will have to be redesigned to incorporate this technology.