quentusrex

Joined 14 years ago

Karma
851
Submissions
46
Member since
Dec 2
CTO of Subspace https://subspace.com

https://www.linkedin.com/in/quentusrex/

[ my public key: https://keybase.io/quentusrex; my proof: https://keybase.io/quentusrex/sigs/HHSEqMnUq21PYweKK2eOl53oel1enS3WqtGOKZGUC5Q ]

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Recent submissions

Comment · 5 years ago
Comment · 5 years ago
Comment · 5 years ago
Subspace's dedicated high-performance backbone includes a global IP traffic proxy, utilizing advanced networking to accept network traffic from any client anywhere, and send it to any server anywhere with the lowest latency, packet loss, and jitter; dedicated servers utilizing the latest high-speed optical transceivers to offer high bandwidth dedicated links; custom GPS-locked hardware clocks in Subspace PoPs, generating real-time telemetry accurate down to the microsecond; and dynamic internal networking, able to evaluate the most optimal path between PoPs on a sub-second basis.
Comment · 5 years ago
Comment · 5 years ago
That's actually a pretty close guess. In order to get to the measurement capabilities that we needed, we had to build our own internal systems. Some of those systems had a small mention in this public talk: https://www.youtube.com/watch?v=kyu_wDcO0S4&t=7140s

There are several major issues when trying to measure network paths in real time, but one in particular is how to avoid the assumption about path latency related to RTT/2. The latency of a path one direction rarely is half of the over all round trip latency, usually there are a combination of things that cause path asymmetry.

Anything you or others would like to know more about in terms of network performance measurements?

Comment · 5 years ago
Comment · 5 years ago
Comment · 5 years ago
That's a great point about the usual trade off between speed and security that exists for many applications. Subspace has innovated on some technology that enables us to move many security features 'in-line' while we're reducing the latency significantly. That's a good topic that I'll follow up on in more depth soon.

Security is a pretty broad topic, with many risk vectors involved. Subspace is building new versions of existing protections that no longer include the latency cost, as well as providing new tools to Security Teams at game publishers to help better secure and protect the experience of the community.

I'm curious what game security topics come to mind for the HN community.

Comment · 5 years ago
Right now the product is built so that it is super easy for game publishers to use. There isn't 'yet' a way for end gamers to turn this on for their games.

Which games did you have in mind? There is a non-zero chance that it's already enabled.

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