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Bigfoot Found, Creates Network Accelerator

by Chris Remo, Mar 08, 2006 12:15pm PST
Related Topics – Games: PC, PhysX

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.

"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. Gamerati has a short interview about Bigfoot with company CEO Harland Beverly.




Comments

48 Threads | 121 Comments
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  • Lolz!

    I'm actually not TOTALLY averted to the general idea, but the implementation is completely ludicrous! Spot those buzz-words! 'infuse' and 'blazing'.. WOW!

    I think my idea is much more feasible. We dont need a seperate processor to handle network stacks and packet management. It makes much more sense to have a 'Gaming Network Protocol' which is a simple installable TCP stack (like the TCP/IP windows stack) running in kernel mode, which is highly optimized to reduce any SYSTEM lag caused from crappy game code or a slow PC etc.. Latency will still be inevitable of course. You can't get from Australia (where I am) to the U.S. in anything less than 100ms :-)

    Hell with multi-core processors these days, this would probably make more sense than having another network processor installed..





















  • So two of the test cases shown as examples are SOE MMO's which in their very nature require large amounts of people in one area at any given time usually be it a raid or city dwellers. So wouldn't that be a server issue and or service provider issue ? But the product from what I read is aimed at end users huh? Every piece of the white paper points to a problem on the server end and doesn't touch on anything about the client end. And wait all the tests were done on a cable connection which are usually laggier than a dsl one anyways due to the network nature. Then the BF:V SW:BF test, well yeah if one was released later don't you think the network code would have been improved at somepoint? Jeez just look at going from Quake to QW to Quake2 to Quake 3 etc etc..

    Pure bullshit to get some funding from idiot VC's who know nothing about it looking to make some money.








  • Something smells...

    The only thing I can see them improving upon would be compression. But I still don't see how that has anything to do with lag. There is no physical way to reduce latency across a link without improving the actual link.

    Regardless of what part of your PC is doing the compression/local acks/accelleration...the server could still see things different than you do. The server's view is what matters anyway. Otherwise you would have player A who "feels" like they have no lag while player B who truely doesn't have lag seeing the world two different ways.

    Seems like to me this would cause people to seem to get shot where they were standing a split second ago.

    Is there really a processor that can't handle whatever "pushlatency" type crap they plan on putting on a seperate card anyway?

    Graphics cards were created because the processors were pegged trying to play games...