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How fast is Gigabit Ethernet? - Page 2

post #11 of 18
i have tryed this with my server wich has raided drive's but i cant play games over the network,

it will run bit its very sluggish. dunno if its the speed or latency doing it.

with test i reach 774mbps [0,77gbps] on average [prolly this is server disk speed]
Edited by Farih - 12/25/10 at 3:11am
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post #12 of 18
I put Mass Effect on my server as an install and played over the network without issues.
Speed was about the same as having a mechanical HDD in this PC..
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post #13 of 18
I'll kinda tell you right now, I think trying to stream games over a network (play the actual game file) will be bad. Networking equipment doesn't have the power to process data over a network like a PC can in itself. I wouldn't do it.
If I were running a server that had a direct 10GB fiber connection to a router and switch I know can process that kind of data than yes.
But it all does come down to what are you wanting to play? Smaller and older games might be able to be streamed over Gig connections, but not something new.
post #14 of 18
Thread Starter 
Thanks beers, the networking nut <3
post #15 of 18
Thread Starter 
i only want to put dirt 2 and F1 2010 on my HTPC via 1gigabit, and if that goes ok, i plan to put my 2TB games drive into the server and just stream
post #16 of 18
Well about all you can do is to give is a shot and see.
post #17 of 18
<-- Network engineer

So, file transfer speeds over a network are affected by a huge number of factors. You have the ones that would be expected on a local configuration:

- Drive speed
- SATA link speed
- Filesystem speed and fragmentation

From there you're dealing with:

- Protocol speed. Whatever protocol you're using to share your files (presumably SMB) has to go through the CPU on your file server.
- Network stack speed. Your server has to segment all that game data into TCP or UDP packets which have a limited packet size (MTU). Then you have to turn around and split it down into 1500-byte Ethernet frames. Some Ethernet cards support what is called TSO (TCP Segmentation Offload) which basically has the card generate TCP packets instead of the CPU. Look into getting a card that supports TSO on your server. Also think about increasing the MTU on your server ("Jumbo frames"). Make sure EVERY device on your network supports it, and keep the MTU at the same value between all your systems. 1500 is always a safe value, and 9000 is the standard's maximum; most cards I've dealt with have a limit of 7200 or so.
- Link and switch speed; I think enough people have probably covered this already. Basically it's how fast your switch can push those packets through. My Netgear JGS516 can top 90-100MB/sec (out of a theoretically possible 125MB/sec), so that's pretty good. The JGS516 is a low-end corporate switch that can be had for under $200 (US). Anything on par with it should work, although I wouldn't necessarily trust your average gigabit D-Link home router with gigabit transfer speeds.
- The ability of your client to process four layers worth of OSI stack and pass the data along to the filesystem driver, which in turn passes it to program that requested the data. Hopefully your rig is quad core at least, that way you can dedicate 2-3 cores to the game, and 1-2 to the OS to handle incoming data.

Those are the bottlenecks you're most likely to hit. If you optimize each step in the chain, the end result, of course, will be greater throughput. The faster the CPU and the more RAM in your server, the better, because it can buffer data (sometimes better than the client can, if properly configured) and a fast CPU will reduce latency. Dual core should be sufficient for the server, because file serving is mostly a linear operation and most games I see load 1 file at a time.
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post #18 of 18
Thread Starter 
Wow, thankyou sir for that massive wall of text. that will help me, and future people who google a question similar to mine!
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