Bigfoot Tech + Network Accelerator = No Lag?

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Shacknews wrote:
Bigfoot Found, Creates Network Accelerator [02:15 pm]
65 Comments - Chris Remo

Back in the early 90s, dedicated sound cards began popping up on the market, offering better sound quality and MIDI synthesis than existing integrated sound solutions. In the late 90s, similar progress was made with standalone graphics accelerator cards. These days, every dedicated gamer has a video accelerator and most have sound cards. Recently, AGEIA announced that it is developing the first standalone physics accelerator card, the PhysX chip. Early footage and claims regarding the PhysX chip have been attractive to many gamers, but many also question how it's going to affect PC gaming--certainly not the cheapest hobby--to be expected to buy so many separate cards. Now, startup Bigfoot Networks has just announced that it has obtained $4M in funding to release its first standalone network accelerator card.

The company 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. 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.

Quote:
"Bigfoot Networks products will infuse online gaming with blazing speed, making them a ton more fun," says Harlan Beverly, inventor, co-Founder, and CEO of the company. "We are to online games what 3D video cards are to graphics: essential. Eventually, we plan to completely eliminate the dreaded lag monster."

Bigfoot plans to announce more details about its card at conferences such as E3 in coming months, with the first product being brought to market this summer. The company's website also has a whitepaper on the causes of lag (PDF link), arguing that in today's world of broadband connections, latency itself is not the primary, or even a significant, cause of lag.

While this sounds nice, I doubt $4M in funding is enough to get anything off the ground. Still, it would be interesting to see what they come up with. Businesses have devices like Riverbed that do this but it requires fairly expensive devices at each end.

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How exactly are they going to take your connection beyond the limitations of the modem it's connected to? Sounds like a pipedream to me.

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There's only one possible way they can do this - but they'll have to correct their advertising to be more specific.

Right now there's a wonderful program called cFosSpeed which allows for traffic shaping. Meaning, you can have your FTP server running, and/or a P2P app, without enforcing any limitations on bandwidth, and still have green ping bars in World of Warcraft and browse the Internet without lag in page loading.

Thats because it tags with FTP/P2P packets with low priority, and game/http packets with high priority, amongst other enhancements, like tagging ACK packets with higher priority than the rest of the traffic.

Programs like this have a big future, but cFosSpeed eats up some CPU time. Its not the most optimized program I've seen, it uses at least two different processes.

So, if someone managed to create a network card which can hardware-assist with traffic shaping (but still be configured through software), it could indeed have a niche in the market, and deliver on its promise on maximizing pings... at least, maximing pings in situations where your computer is doing more than just running your favorite game.

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I just read the PDF... they define lag to contain much more than latency. Their definition includes client and server CPU limitations and bandwidth limitations as well as actual latency, and they conduct a few case studies indicating that "lag" is often caused by things other than latency. In fact, they specifically state "Latency is not a cause of Lag today."

No information was given about a possible solution, and quite frankly, I fail to see how a "network accelerator" card could help overcome limitations that most gamers are well aware of.

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Reading the Shacknews post and whatever I could quickly google, I'm under the impression that they were just doing stack offloading. Shiho's got a good point about traffic shaping but I don't see much improvement to be gained from traffic shaping by itself. Although offloading + traffic shaping might give gains greater than the sum of it's parts. His background seems like he knows network stacks in and out so some way of forcing statefulness on UDP packets perhaps?

It's plausible but improbable what they propose to achieve unless we find out more what exactly they're doing, IMO.

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And stack offloading is what? Dumping packet creation to hardware?

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Actually the Game Fuel for Dlink DGL-4300 does that traffic shaping and prioritization already.

I also have the Hawking Technology's Broadband Booster, it works well, esp if you are using P2P software while gaming. It is very easy to setup and can be used for consoles or other platforms.

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I'm sorry, but Bigfoot will most certainly lag you out. I'm at least 2 seconds behind this post.

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Staats wrote:
And stack offloading is what? Dumping packet creation to hardware?

Yep, that's it. Checksum calculations and all that in most consumer grade network cards end up at the processor. Higher end cards already have TCP offloading at the very least.

Also, I don't play games and have network intensive processes running the background and I'm guessing that that is the case with most people, too. Maybe elsewhere on the home network but not the system I'm playing at. In that scenario, traffic shaping won't really do much for me if done by the network card. Traffic shaping on the router would make more sense as I believe is the case with that Hawking product. Of course, my designated gaming system isn't really much of a power system so I might well be wrong in some of my assumptions.

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Interesting... I'd always thought network cards already handled that type of processing. Guess not.

In any case, no one's come up with a current solution related to the major "lag" creating issues outlined in their paper. Either this product is something special or someone stole the Phantom's business plan.

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This reminds me of a guy who posted a similar idea on MUD-Dev several months ago. He fought tooth and nail with industry veterans for the idea that offloading networking operations to hardware would combat lag. Got slapped down repeatedly then dropped off the discussion with a huff.
The thing is that for consumer-grade use (particularly games) there is no need for any sort of hardware involvement. Policing/Shaping, for instance, can be cheaply done by the kernel, and things like ingress queueing and CRC are already cheaply done by commodity hardware today. And the amount of net traffic that net games use is miniscule. So a hardware "solution" would solve nothing, particularly lag.
I vote "vapour" on this one.

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And so far there isn't, but I think we'll both be a LOT happier when there is. That would get me in bed at a decent hour, and she can sleep through it anyway.

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Part of the problem we have is that Windows is very ineffecient with the protocol stack. Supposedly, Vista handles the stack better, but for the most part, only about 40% of available bandwidth is consumed.

I'm going to have to check out Lethial's suggestion on the DLink Gaming Router.

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Additional information about this can be found here.

Gamerati Web Site wrote:
Gamerati: How do you plan to address the server lag problem, as mentioned in your whitepaper as being the largest source of lag, with a client peripheral?
Mr. Beverly: That's an excellent question! There is no one end of lag solution. We're a research company, we research the hell out of stuff. We are researching every way possible to fight lag. Server lag is the number one cause, I don't think anyone would dispute that...We're not going to over promise, we can't...The fact people are cynical is awesome. We do have prototypes for the client cards...Bigfoot networks is looking for ways to help the game companies fight lag, too.

Gamerati: Do you have any major partnerships established for distribution?
Mr. Beverly: None that we can disclose at this time.

Gamerati: Do you have a photo of a prototype you can share with us?
Mr. Beverly: Not at this time.

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CEJ wrote:
Additional information about this can be found here.

Gamerati Web Site wrote:
Gamerati: How do you plan to address the server lag problem, as mentioned in your whitepaper as being the largest source of lag, with a client peripheral?
Mr. Beverly: That's an excellent question! There is no one end of lag solution. We're a research company, we research the hell out of stuff. We are researching every way possible to fight lag. Server lag is the number one cause, I don't think anyone would dispute that...We're not going to over promise, we can't...The fact people are cynical is awesome. We do have prototypes for the client cards...Bigfoot networks is looking for ways to help the game companies fight lag, too.

Gamerati: Do you have any major partnerships established for distribution?
Mr. Beverly: None that we can disclose at this time.

Gamerati: Do you have a photo of a prototype you can share with us?
Mr. Beverly: Not at this time.

Quote:
CF: Do you have anything at all to show aside from hand-waving and pixie dust?
Mr. Beverly: Not at this time.

My overall response to this is to just laugh and laugh. And then laugh a bit. Somehow this yahoo is going to convince me that the cost of CRC calculations and the cost for execution of the rest of the IP stack is greater than the effects of latency if I'm pinging Ituro Katayakahuki in Japan? Hah.

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Well Firing Squad has an interview posted with one of the key system developers.

Firing Squad Interview wrote:
Harlan Beverly: On March 22nd, we will release some of the details behind our technology. The technology is called LLR, Lag and Latency Reduction. Everyone can read more about LLR at our website on that day. In general, you've said it right, it helps to fight Lag. It does this using a custom designed Gaming Network Processor (the first of its kind) to fight all 3 of the causes of Lag (Client, Network, and Server). If I told you exactly how it worked, I'd have to kill you: what matters is, it works, and reduces Lag in a meaningful way.

So the interview pointed back to the corporate web site (Link) which went into more detail on the whole LLR thing-a-ma-bob.

Corporate Spin wrote:
So, LLR is also designed to work in Game Servers too! Not only the little kind you put on your DSL line, but also the kind that sit out in those corporate lots, the kind that power hosted FPS games, and MMO worlds! A game server using a specially designed card with LLR on it will simply ROCK! What LLR does for your single computer it does 10x+ as much for the server.

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Quote:
It gives you complete control over your own Ping. You can raise or lower your ping whenever you want. So, you can stop the Whiners who complain your ping is too low, then dial it back down when you go in for the kill.

Quick question - isn't this the type of thing that XBox live users use to screw with people?

Anyway, still sounds like hooey.

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Staats wrote:
Anyway, still sounds like hooey.

Here's to hoping they are confident enough to send this around as demos to teh review sites. Hell, here's to hoping they send one to Pyro or Guru to test out.

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CEJ wrote:
Part of the problem we have is that Windows is very ineffecient with the protocol stack. Supposedly, Vista handles the stack better, but for the most part, only about 40% of available bandwidth is consumed.

But the bottleneck is almost always at the pipe, not the machine, no? Even if Windows wastes 60% of my Gigabit Ethernet port, that doesn't matter, since my 'net connection is a 512Kb downstream DSL. I mean, Windows could waste 99.9%, and I still wouldn't be able to notice...

I'm convinced for most people the pipes are the limiting factor, and not the machines. Then the only thing this accelerator can do is throttle traffic from non-essential network services, like what shihonage mentioned. But aren't there throttling routers on the market already?

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doihaveto wrote:
But the bottleneck is almost always at the pipe, not the machine, no? Even if Windows wastes 60% of my Gigabit Ethernet port, that doesn't matter, since my 'net connection is a 512Kb downstream DSL. I mean, Windows could waste 99.9%, and I still wouldn't be able to notice...

Protocol stack effeciency would impact your response time. For the most part, I would agree with you, however, there are other variable that are associated with generating the packet and sending it out the interface. If your PC is CPU bound, then you'll have lag as the network stack queues up to assemble the packet, etc.

Gamerati has a new Bigfoot Interview up:

Trey Shewmake wrote:
So, to wrap this up: Bigfoot Networks is releasing a PCI card that reduces lag by an unknown amount for an unknown price at an unknown time, sometime this year. The advantages of using the card is unknown, but game servers that have the card will have an unknown advantage over game servers that don't, because they will be able to handle an unknown number of clients and serve them with an unknown percentage lower ping. When both the server and the client machine have LLR, there is a substantially more unknown advantage, because then the technology is at both ends of the pipe.

Lots of gaps and no standards make this seem hooey.