[citation][nom]spectrewind[/nom]I guess I don't "get it" in what's being sold here.Most games produced use UDP/IP data frames, They are quick, "connectionless," and lack the checks in TCP for receive acks to confirm that data reaches its destination. If there is a data collision or TTL problem somewhere along the hops, that packet is lost and the benefit of a device such as this is nullified and the user perceives lagg or "jumpiness."Also, since we are usually using MTU's of 15000 bytes, this is another bottleneck caused by upstream router hardware and the resulting fragmentation (jumbo frames of 9000+ bytes are useless outside a LAN designed to support them). Lagg again.The only possible "benefit" I can see to something like this is in a send/receive buffer for IRQ polling/vectoring and hosting that info on the card instead of main memory, which is "buffering" or delaying the game anyway....Sigh... I'm probably wrong...[/citation]I think they simply added a QOS (Quality Of Service) scheme over what is normally done by the OS. It might calculate trajectory MTU in advance to limit packet fragmentation and prioritize the encoding and decoding of "gaming" packets. The price they charge might be "appropriate" for the development cost, but still way to high. However, by releasing a product, no matter how "unsellable", they have a much better grip on whatever IP they patented.