Is Your Network Intelligent Enough To Keep You Gaming?
HWM Singapore|December 2020
The popularity of online gaming and eSports has gone up as we’ve been exposed to more immersive games and better-funded and wider-reaching online tournaments. Companies like Apple, Amazon, Microsoft, NVIDIA and Google are or have already launched Cloud-based gaming platforms so that players can play on any device no matter where they are in the world.
Ken Wong
Is Your Network Intelligent Enough To Keep You Gaming?

Singapore has set its sights on becoming an eSports hub in the region, with a government-backed eSports training facilities and a new trade body for the industry. The industry shows no sign of slowing down, even amidst the current pandemic with Asia alone generating US$519 million in eSports revenue in 2019, accounting for nearly half of all global eSports revenue last year.

But with all of this, is your network really able to keep you connected and game non-stop? Will this new way of online gaming become as common as video streaming? Will the rise of 5G be a boon or bane? Can you really have an intelligent network at home? To find out, we spoke to Anup Changaroth, Chief Technology Officer for APJ and Senior Director for Strategic Business Development, at Ciena to find out more. For those not familiar, Ciena is an American telecommunications and networking equipment and software services supplier and is well known as an optical networking infrastructure supplier.

When we talk about gamers, we have two diverse camps - casual gamers and professionals. What are the connectivity demands for each of them? We’ve leapt to fibre, isn’t that enough for the casual gamer?

ANUP CHANGAROTH:

While fibre-based consumer broadband generally provides sufficient performance for home gamers, it is still based on a shared networking infrastructure, where packet latency and jitter performance can be quite significant. Nevertheless, multi-player gaming software has traditionally been designed to work with relatively poor network performance by compensating for the differences in connectivity performance for different players.

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