[citation][nom]Vy===Vulturetx[/nom]The TOE engine is great for servers that must handle 1000's of clients. so a Dual NIC killer would be good in the server room. But for gamers, the nvidia is just as good, and a basic MB based NIC is good enough lately,The money part does not sway me. If I could pay $150 and remove lag spikes I would. But lag spikes are more a Internet/server issue than your gaming rig.I average about $1000 a year to upgrade my gaming rig. But I passed on the Killer NIC.[/citation]
In the interview, Harlan notes that lag is a systemic issue with three actors - servers, the Internet, and clients.
As we've said repeatedly - You Can't Fix The Internet, The End Guy Is Hard.
However, not all lag spikes are server or Internet-caused. Killer can stomp out lag spikes on the client side by discretely delivering game packets the instant they arrive.
Any illustration:
You round a corner in CS:S. At the same time, two opponents round the same corner, your teammate throws a flashbang, the opposing team throws a frag, and everybody starts shooting.
A Typical software NIC will collect all those events into one larger packet before handing them off to the game, so both grenades, everybody's trigger pulls, any VoIP, they all arrive at the game at the same time. CHUNK. Then the CPU not only has to do the heavy lifting on the network operations (because your motherboard NICs are dumb NICs,) it has to draw together all the game resources that go with those operations as well as physics and VoIP decode.
With a Killer, when those packets arrive, Killer sends them off ASAP, with a hardware interrupt. The CPU is able to not only forget about network operations (granting you a 20-30% framerate increase) but also to act quickly on each of those packets _in sequence_ and do what it was designed to do - show off the game to the best of its potential.
So CPUs might be clocked faster than they were ten years ago, but they still HALT at the same rate, because of the lack of latency improvements in networking over the same period. Not only that, but Vista has a bigger, thicker network stack that has more copy operations - thereby slowing down your game if you're playing it through the Vista network stack.
And a pair of Killer's won't help a server - again, we're optimized for latency, not bandwidth, so a server-side app where massive amounts of TCP/IP traffic are handled is better suited to an Intel Server NIC. Which Harlan also worked on.
And finally - there'll come a day where one or more Killers will help a server...
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