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#ActualmagerX

Posted 24 October 2012 - 08:16 PM

The drive behind the focus on latency is in order to provide a good gaming experience.
Most of the relevant scientific data I read, talk about 100ms as the threshold for FPS games, so this is "the number to beat"(it's lower other game types).
This is the same reason for why the service will work only if I can get the vast majority of players within the network to have <100ms RTT.

I have no competition with this service, so I can't improve typical customer latency. It comes down to this:
If I can create a network like I described over this thread, I can create the service that I want, and I believe it will be profitable(it's a different discussion). If I can't create such a network - I can't create the service that I want, and I can forget about the project.

As I said, smaller centers in different locations will not be good enough for me. The service won't succeed unless I could provide a network with good enough gaming experience(<100 ms RTT) for large area's, under a "single player pool". (I defined the area's as: 1. USA 2. Europe).

The simplest way to think about it is this(in order to illustrate things):
Creating a Counter-Strike gaming servers center in central location within the USA.
If I can be creative and create a network which will allow the vast majority of player within USA to have <100ms RTT between them and this game servers center, then I can create the service(s) that I want. If I can't, then it does not matter what else I will do, I can't provide the service(s) that I want, and the project is dead.
Beyond that: what the services are, whether it will be profitable or not, business model, etc is beyond the scope of this thread/forum, and obviously I won't talk about such stuff over a public forum.


Thanks Posted Image

#1magerX

Posted 24 October 2012 - 08:11 PM

The drive behind the focus on latency is in order to provide a good gaming experience.
Most of the relevant scientific data I read, talk about 100ms as the threshold for FPS games, so this is "the number to beat"(it's lower other game types).
This is the same reason for why the service will work only if I can get the vast majority of players within the network to have <100ms RTT.

I have no competition with this service, so I can't improve typical customer latency. It comes down to this:
If I can create a network like I described over this thread, I can create the service that I want, and I believe it will be profitable(it's a different discussion). If I can't create such a network - I can't create the service that I want, and I can forget about the project.

As I said, smaller centers in different locations will not be good enough for me. The service won't succeed unless I could provide a network with good enough gaming experience(<100 ms RTT) for large area's, under a "single player pool". (I defined the area's as: 1. USA 2. Europe).

The simplest why to think about it is create a Counter-Strike gaming servers center in central location within the USA.
If I can be creative and create a network which will allow the vast majority of player within USA to have <100ms RTT between them and this game servers center, then I can create the service(s) that I want. If I can't, then it does not matter what else I will do, I can't provide the service(s) that I want, and the project is dead.
Beyond that: what the services are, whether it will be profitable or not, business model, etc is beyond the scope of this thread/forum, and obviously I won't talk about such stuff over a public forum.


Thanks Posted Image

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