Subscribe To Killer Gaming Talks Killing Lag For Gamers Who Play Online Updates
We had a chance to get some extra details on why gaming lags (and it's not always server-side) and how in some cases gamers can actually get rid of just about all the lag on their end using better components. Well, not just any components...Killer components.

Killer Gaming is known mostly for their proprietary network solution tech designed for high-end gaming enthusiast. You may have seen their integrated networking solutions attached to things like the Gigabyte Motherboard (as pictured above) or in Dell's Alienware mobile laptops, which helps to improve latency on the gamer's end for smoother, faster online gameplay.

Qualcomm Atheros' Killer Gaming subsidiary has big plans for gamers and we had a chance to talk briefly with Sean McCann, the marketing manager at Qualcomm and lead marketer for Killer, about how Killer's integrated Ethernet and networking hardware can actually solve a lot of the latency issues gamers suffer when gaming online, with Sean saying...
We discovered that about a third of most game lag resided right there on the PC, or in the case of wireless or wi-fi gaming, right there on the laptop. What we were able to do with a combination of hardware and software, was radically shrink the amount of time it took game data to get to your game and also make sure no other traffic stepped on it.

There are big plans for the future of high-speed internet gaming at Killer and while we're not allowed to talk about the specifics right now, I can say that gamers will definitely not be disappointed with the results. McCann breaks down some of the technical benefits, saying...
If you have two laptops and one laptop has a third-party adapter and the other has a Killer wi-fi adapter, the average latency in game data on the Killer wi-fi adapter will be 1 millisecond (ms). In other words, we measured 1 millisecond average latency in taking a packet from a computer on the network over to the laptop and back from the laptop to the other computer. That's a round trip over a wireless network of about 1 millisecond.

Can you imagine loading up a game, turning off the frame-limiter for 60 fps, while at the same time seeing your ping sitting pretty at the single-digit millisecond count? Ha, can you imagine what sort of smooth-as-butter gameplay experience that would be like? Well, it would be as smooth as butter, and you might even gain a leg up on the competition.

Unfortunately, Qualcomm and Killer have no plans to outsource the technology for server-side operation. The solution is strictly client-based and designed for consumers. I guess gamers should feel privileged, nonetheless. Sean goes on to explain that...
"Right now, since we're entirely client-side -- in other words, right there in the gamer's PC solution -- it's a very different and difficult problem to solve in a general purpose fashion.

For example, if I were to develop a solution that Sony Online could use for EverQuest II, it would most likely be an incompatible solution with what I could use with World of Warcraft, and most likely again, incompatible with what, say, the guys at EVE Online would use.

No worries, though, at least on the gamer's end things will be looking up. There's some exciting things on the horizon that we'll discuss later regarding Killer Gaming technology, in the meantime you can learn more about their networking solutions by paying a kind visit to their Official Website.

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