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Researchers find way to achieve 301 terrabits per second data transfer rate with fiber

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nowhat

Member
It's terabits, not terra. And the question was never about throughput, but latency between the client and the server. If you happen to live next to a server, good for you! But if not, you will be always limited by the speed of light (or the speed of causality, if you will). Unless some fancy new physics comes to exist, increasing the throughput will not change that.
 

Thaedolus

Member
We need a breakthrough in latency

And please stop talking about 8k like it's the next big thing. It's nothing more than a buzzword at this point.
Latency in gaming is always going to be more important than resolution.
 

Imtjnotu

Member
301 Terrabits per sec, that's 301,000,000 megabits per sec.


Could this be the breakthrough that allows for true cloud gaming, with 8K resolution, easily.
How exactly would this work on a global scale....
 
That should stop those pesky SSD prices from going up.
Everyone can just simply download the same file from the same server at the same time.
Problem solved.
 

Deerock71

Member
star trek data GIF by HULU
 

BossLackey

Gold Member
If we could add solid state quantum computers and faster write speeds for storage, we'd practically have super future computing.

Would be insane.
 

DragonNCM

Member
1 bit or 1 terabit it doesn't meter, the speed of light is maximum speed.......& fiberoptic is that...soooooooo...no...it will not help with cloud gaming.
 

poppabk

Cheeks Spread for Digital Only Future
It's terabits, not terra. And the question was never about throughput, but latency between the client and the server. If you happen to live next to a server, good for you! But if not, you will be always limited by the speed of light (or the speed of causality, if you will). Unless some fancy new physics comes to exist, increasing the throughput will not change that.
Light can travel around the globe in 140 milliseconds. The problem with latency is all the other steps not the speed of light.
 
Light can travel around the globe in 140 milliseconds. The problem with latency is all the other steps not the speed of light.
Bruh 140 ms is outside the realm of playable for anything other than a turn based game like Civilization

And yes that's the best case scenario, because your electrons don't move directly from point A to point B over the Internet, real world latency is much much worse if you are actually traversing the global Internet to a destination on another continent

Also for gaming your actual latency is round trip latency, not one way latency, because you have to see the game, react to it, make an input, and send the input back to the server so real world gaming latency is double the one way latency implied by ping
 
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poppabk

Cheeks Spread for Digital Only Future
Bruh 140 ms is outside the realm of playable for anything other than a turn based game like Civilization

And yes that's the best case scenario, because your electrons don't move directly from point A to point B over the Internet, real world latency is much much worse if you are actually traversing the global Internet to a destination on another continent

Also for gaming your actual latency is round trip latency, not one way latency, because you have to see the game, react to it, make an input, and send the input back to the server so real world gaming latency is double the one way latency implied by ping
Err people are playing current gen games with worse latency -


And that 140ms is round the globe, so at most the time for light to travel from two points as far apart as is possible is 70ms. From east coast US to west coast is 16ms.
 

dottme

Member
How much is Comcast going to charge me if I use this for one hour. I’m probably going to explode my quota.
 

Trogdor1123

Gold Member
Err people are playing current gen games with worse latency -


And that 140ms is round the globe, so at most the time for light to travel from two points as far apart as is possible is 70ms. From east coast US to west coast is 16ms.

Not sure that video is much help there. It shows that lag will only get worse, likely Much worse, with a digital structure. If it was just the speed of light, which it isn’t, it would be 32ms rund trip on top of the lag in the game. That’s getting pretty bad.
 

Evolved1

make sure the pudding isn't too soggy but that just ruins everything
maybe i'm really dumb, but isn't this really more about bandwidth, and how much more crap you can force down the pipe, vs latency gains?

like, even if latency is the same, downloading every movie in existence in seconds does seem pretty neat.
 
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jshackles

Gentlemen, we can rebuild it. We have the capability to make the world's first enhanced store. Steam will be that store. Better than it was before.
downloading every movie in existence in seconds does seem pretty neat.
The problem here will be finding a storage medium that's fast enough to accept this data and commit it to a form of file storage. This data transfer is still several orders of magnitude faster than the fastest NVMe SSD. Something like a Samsung 990 can only do about 75000 mbps aka 0.075 terabits per second.
 

Pejo

Member
Now I can transfer my porn collection in only a few months. Technology is beautiful.

Jokes aside, wonder what the fault rate is, either I missed it in the article or they didn't talk about it.
 
It's terabits, not terra. And the question was never about throughput, but latency between the client and the server. If you happen to live next to a server, good for you! But if not, you will be always limited by the speed of light (or the speed of causality, if you will). Unless some fancy new physics comes to exist, increasing the throughput will not change that.

It's always a trade-off between latency and bandwidth. With enough local storage and a high enough bandwidth you could download everything you need locally across the network such that latency concerns become moot.

With this kinda bandwidth, you could download entire games worth of assets, uncompressed to store locally in RAM and then the SSD. With enough local storage you can hold the next few hundred hours worth of assets downloaded on-hand before you ever need it. At this point, your latency concerns for asset streaming are completely moot.
 

CGNoire

Member

nowhat

Member
It's always a trade-off between latency and bandwidth. With enough local storage and a high enough bandwidth you could download everything you need locally across the network such that latency concerns become moot.

With this kinda bandwidth, you could download entire games worth of assets, uncompressed to store locally in RAM and then the SSD. With enough local storage you can hold the next few hundred hours worth of assets downloaded on-hand before you ever need it. At this point, your latency concerns for asset streaming are completely moot.
I'm not talking about asset streaming, I'm talking about cloud gaming, where all the game logic and rendering is done by a server somewhere out there and locally just a video stream is being displayed. Which is why, for example, Stadia ran on a Chromecast and you can use Xcloud in some TVs - they're only displaying a video stream with no need for any local processing.

When talking about input lag, locally, there are two factors: engine lag (how long it takes for the engine to react to player input) and display lag. But with cloud gaming you also have to factor in how long it takes for the user input to reach the server, and that depends mostly on the distance between the user and the server (or rather, the length of the route the input has to take to reach the server). And that added latency doesn't change no matter how much you increase the throughput.
 
I've got 150mbps download speed and 50mbps upload which is enough for me. My ping usually sits under 10 on a good EU/UK server and downloads are rarely over 2 hours. I'm never in that much of a rush to require a game to download in 5 minutes. As nice as that must be, it's not worth the extra money in my opinion.
 
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