nanog mailing list archives

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


From: Eric Dugas via NANOG <nanog () nanog org>
Date: Tue, 23 Mar 2021 11:03:04 -0400

Agreed. The few good examples in Canada are Ubisoft/i3D (now mostly just i3D) and Riot Games. We don't have Valve or 
Blizzard here.

Epic Games seems to use Akamai for downloads/updates and AWS for backend so I don't see how you can cache/optimize 
latency other than getting in Akamai's own AANP program and peering with AWS.
Eric
On Mar 23 2021, at 10:05 am, Mike Hammett <nanog () ics-il net> wrote:
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


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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