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#ActualmagerX

Posted 21 October 2012 - 06:15 PM

@hplus0603
First I will address the why(value proposition):
The network itself is the core which I plan to build several services on. These services does not exist today and for obvious reason I do not wish to share them on a public forum.
So, the network I want to build is a crucial mean in order to provide the services that I want. For the discussion it does not matter what these services are, it's enough to know that the purpose of the network is to allow online multiplayer gaming in large geographical areas under single player pool concept.

Live! network:
As I said, it is not suitable for my purposes because despite the fact that everyone can play with everyone all around the world, IN PRACTICE, if all of the players in the specific game want to have low enough RTT - they be playing with players which are close to them geographically.
So even though it allow wide geographical network, it is not practical solution for my problem because people will be matchmake with people who are close to them.
I'm looking for practical solution where in large geographical area - everyone can player with everyone and have low enough RTT.

What I want to do:
(Let's assume we are talking about Counter-Strike, because it's available and popular)
1. Define a network region. For our discussion we will say the entire USA is defined as one region. (I don't care about players outside the pre-defined network region).
2. Build a SINGLE game servers center in a central geographical location within this region(for our discussion - USA).
3. Create a "low latency gamers network" that will reduce the latency to <80ms RTT between players all across USA to my game servers center. (with that I will create a "single player pool" - i.e. everyone can play with everyone within the USA and have RTT of <80ms = there are no servers with low/high ping because everyone connect to the same servers center.)

The problem is how to create this "low latency gamers network" in order to achieve <80ms RTT between players all across USA and my SINGLE game servers center.
starbasecitadel suggested finding existing great network(like Ubiquity for example), and do one of two things:
1. Lease servers on each of their geographically distributed servers. Then, create reverse proxy servers on each of these nodes(using nginx for example). These are not the game servers, they are like routers/peering points that forward TCP/UDP traffic to the actual game servers center - through extremely fast internal long distance network(like Ubiquity for example).
2. Have the same setup as #1, but instead using reverse proxy servers, lease actual rack spaced filled with smart routers.
(*Look at starbasecitadel post for more in depth explanation)

I hope things are clearer now. If not - let me know and I will try to explain better.
If it is, i'm looking forward to hear your opinion and thoughts :-)

#1magerX

Posted 21 October 2012 - 06:11 PM

@hplus0603
First I will address the why(value proposition):
The network itself is the core which I plan to build several services on. These services does not exist today and for obvious reason I do not wish to share them on a public forum.
So, the network I want to build is a crucial mean in order to provide the services that I want. For the discussion it does not matter what these services are, it's enough to know that the purpose of the network is to allow online multiplayer gaming in large geographical areas under single player pool concept.

Live! network:
As I said, it is not suitable for my purposes because despite the fact that everyone can play with everyone all around the world, IN PRACTICE, if all of the players in the specific game want to have low enough RTT - they be playing with players which are close to them geographically.
So even though it allow wide geographical network, it is not practical solution for my problem because people will be matchmake with people who are close to them.
I'm looking for practical solution where in large geographical area - everyone can player with everyone and have low enough RTT.

What I want to do:
(Let's assume we are talking about Counter-Strike, because it's available and popular)
1. Define a network region. For our discussion we will say the entire USA is defined as one region. (I don't care about players outside the pre-defined network region).
2. Build a SINGLE game servers center in a central geographical location within this region(for our discussion - USA).
3. Create a "low latency gamers network" that will reduce the latency to <80ms RTT between players all across USA to my game servers center. (with that I will create a "single player pool" - i.e. everyone can play with everyone within the USA and have RTT of <80ms = there are no servers with low/high ping because everyone connect to the same servers center.)

The problem is how to create this "low latency gamers network" in order to achieve <80ms RTT between players all across USA and my SINGLE game servers center.
starbasecitadel suggested finding existing great network(like Ubiquity for example), and do one of two things:
1. Lease servers on each of their geographically distributed servers. Then, create reverse proxy servers on each of these nodes(using nginx for example). These are not the game servers, they are like routers/peering points that forward TCP/UDP traffic to the actual game servers center - through extremely fast internal long distance network(like Ubiquity for example).
2. Have the same setup as #1, but instead using reverse proxy servers, lease actual rack spaced filled with smart routers.
(*Look at starbasecitadel post for more in depth explanation)

I things are clearer now. If not - let me know and I will try to explain better.
If it is, i'm looking to hear your opinion and thoughts :-)

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