Fixing the Internet for Real-Time Applications (Games)
summary
Riot builds its own global backbone called Riot Direct, buys fiber, deploys PoPs (Amsterdam, Warsaw, mini-PoP in Poland) and pays for paid peering with large ISPs (Deutsche Telekom, Telefónica) to cut routing hops and jitter. Real game telemetry shows a multi-year ~7–8% rise in active accounts at sub 60 millisecond ping, a roughly 10 millisecond average improvement for Telefónica after route fixes, better southern Europe coverage, while packet loss remains a stubborn last-mile problem.
AI-written summary · about
chapters (30)
- 0:00Intro
- 0:30Who is Adam
- 1:20Who is Right Games
- 4:08Core Values
- 5:04The 5 Pillars
- 6:42The Problem
- 8:10Consistency
- 9:09Game Traffic
- 11:05Latency Jitter
- 11:41Latency is manageable
- 12:51Jitter
- 13:26Lag
- 13:51Amumu
- 16:25Heimerdinger
- 16:41Riot Direct
- 17:47Packet Loss
- 18:29Riot Direct Approach
- 20:07European Backbone
- 20:38How do you create a backbone
- 21:23Global backbone
- 22:12No more vpns
- 22:29Impact in Europe
- 22:41Explanation
- 23:28Europe Today
- 25:02Turkey
- 26:00Telefonica
- 26:19Telekom
- 28:14Liberty Global
- 28:42Ireland
- 29:24Whats Next
related talks
31mRiot Direct Network - Our infrastructure as Code Journey
45mReducing Network Latency: Innovations for a Faster Internet
15mCost-effective and Reliable Global Internet Peering with Programmable Switches
31mRapid Start: Faster Internet Connections, with Ruby's Help
16mFrom Source to Solution: Tackling Packet Losses in Large-scale Cloud Gaming...
26mTuning Your Cloud: Improve Global Network Performance for Applications
21mNetworking for Distributed Cloud & Edge Computing
17mcISP: A Speed-of-Light Internet Service Provider
