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 <na...@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" <jlrodrig...@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 > > >