nanog mailing list archives

Re: Peering and Caching for Epic Games, Fortnite, et al


From: Mike Hammett <nanog () ics-il net>
Date: Tue, 23 Mar 2021 09:05:29 -0500 (CDT)

For an industry (online gaming) with the most "sensitive" customers to latency, packet loss, throughput, etc., the 
online gaming industry is terrible at peering. There are a few shining examples of what you should do, but then the 
rest is just content with buying transit from one, two, three players and calling it a day. 




----- 
Mike Hammett 
Intelligent Computing Solutions 
http://www.ics-il.com 

Midwest-IX 
http://www.midwest-ix.com 

----- Original Message -----

From: "Jose Luis Rodriguez" <jlrodriguez () gmail com> 
To: nanog () nanog org 
Sent: Monday, March 22, 2021 9:13:46 PM 
Subject: Peering and Caching for Epic Games, Fortnite, et al 


We run a healthy-sized ISP (say, 2.5M households, plus enterprise, etc ) and we really, REALLY want to make sure our 
users have an amazing experience when downloading the neverending Fortnite/Spacequest/Blizzard/DigDug updates that run 
down our pipes. Would love to hear from others about how they're peering and caching -- not having the level of success 
I'd want with the typical "aggregators" (they know who they are ) and would really like to link to the source even if 
it means trenching through the core of the Earth... 


Would love pointers, names, or any leads, on or off list. 


Thanks 


Jose L. Rodriguez 
CTO, Totalplay 

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