Peering and Caching for Epic Games, Fortnite, et al

Eric Dugas edugas at unknowndevice.ca
Tue Mar 23 15:03:04 UTC 2021


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 at 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 at gmail.com>
> To: nanog at 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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