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This Guy Has the Fastest Home Internet in the United States

KevinBo

This is what i call an internet connection, although unless your moving x-rays and CAT scans around with it, i'm not sure why it would be useful for residential use. It definitely has a "wow" factor to it though.

 

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What does the guy with the fastest internet in the United States use his jealousy-inducing bandwidth for? Analyzing X-rays… and gaining an advantage in Call of Duty, of course.

Startup and community-run internet service providers have grabbed headlines over the last two years as they’ve begun rolling out the first 10 gigabit-per-second residential internet connections in the United States. As far as I can tell, though, only one person in the entire country has actually bought one of these connections, which are still incredibly expensive because the technology is so cutting edge.

http://motherboard.vice.com/read/10-gbps-fiber-internet-fastest-home-internet-in-the-united-states?utm_source=mbfb

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The thing is there is already a company in the netherlands called tweak that offers 10gpbs for consumers in a few areas.

Funny enough, it's not available for businesses :D

Also the price is suprisingly reasonable, 95 euros.

It does cost you 275 euros to get everything connected and going, tbh not bad :D

 

Maybe first in the US, but not first in the world :P

If you want my attention, quote meh! D: or just stick an @samcool55 in your post :3

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what's the cap?

/s?

One day I will be able to play Monster Hunter Frontier in French/Italian/English on my PC, it's just a matter of time... 4 5 6 7 8 9 years later: It's finally coming!!!

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6 minutes ago, Mello said:

hmm... Did I read this before?

Probably the story on PCGamer that one of their editors had 2 GB home connection. Claiming he had the fastest in the country, but this guy just shits all over it.

 

I can run into bandwidth issues with my internet just by streaming 4k content on 2 PC's. Normally though, I don't have any issues, because I normally only ever have 1 PC actively using the internet at a time. 

 

I'm content with my 150/15 connection I have. It's enough for what I do. 

 

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Here I'm sitting at 62/19mbps annoyed how I lost 2MB/s (or 16mbps) of down speed as I used to sit at 75-76Mbps down ;-; 

 

At least I can now download games, watch videos and steam music all at the same time without affecting my ping while gaming so...it's not that bad I guess :P 

Looking at my signature are we now? Well too bad there's nothing here...

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

What? As I said, there seriously is nothing here :) 

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4 minutes ago, Katsunaka said:

Probably the story on PCGamer that one of their editors had 2 GB home connection. Claiming he had the fastest in the country, but this guy just shits all over it.

 

I can run into bandwidth issues with my internet just by streaming 4k content on 2 PC's. Normally though, I don't have any issues, because I normally only ever have 1 PC actively using the internet at a time. 

 

I'm content with my 150/15 connection I have. It's enough for what I do. 

 

It's a joke, he already posted this before, about 15 mins ago.

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8 minutes ago, Mr.Meerkat said:

Here I'm sitting at 62/19mbps annoyed how I lost 2MB/s (or 16mbps) of down speed as I used to sit at 75-76Mbps down ;-; 

 

At least I can now download games, watch videos and steam music all at the same time without affecting my ping while gaming so...it's not that bad I guess :P 

You guys are nuts. 
 

I'm perfectly happy with my 30 mbps down and 2 mbps up at home. 

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29 minutes ago, KevinBo said:

This is what i call an internet connection, although unless your moving x-rays and CAT scans around with it, i'm not sure why it would be useful for residential use. It definitely has a "wow" factor to it though.

 

http://motherboard.vice.com/read/10-gbps-fiber-internet-fastest-home-internet-in-the-united-states?utm_source=mbfb

and you have the worst formatting on LTT

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Just now, corrado33 said:

You guys are nuts. 
 

I'm perfectly happy with my 30 mbps down and 2 mbps up at home. 

When you're hosting a drop-box like server+ a website off a connection, every little bit of bandwidth counts :P 

 

I'm surprised my ISP hasn't kicked me off yet :D 

Looking at my signature are we now? Well too bad there's nothing here...

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

What? As I said, there seriously is nothing here :) 

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pfff, 256kB/s, get on lvl scrubs 

One day I will be able to play Monster Hunter Frontier in French/Italian/English on my PC, it's just a matter of time... 4 5 6 7 8 9 years later: It's finally coming!!!

Phones: iPhone 4S/SE | LG V10 | Lumia 920 | Samsung S24 Ultra

Laptops: Macbook Pro 15" (mid-2012) | Compaq Presario V6000

Other: Steam Deck

<>EVs are bad, they kill the planet and remove freedoms too some/<>

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1 hour ago, corrado33 said:

Ha, "gaining an advantage in Call of Duty".

 

Ping is responsible there, not bandwidth. 

 

And in all honesty, it's the high ping people that gain the advantage. Laggy people are hard as heck to hit in any online game. 

Sorry to be pedantic but it's latency, not ping as your reliant on the packets returning before the client can update. 

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1 hour ago, corrado33 said:

Ha, "gaining an advantage in Call of Duty".

 

Ping is responsible there, not bandwidth. 

 

And in all honesty, it's the high ping people that gain the advantage. Laggy people are hard as heck to hit in any online game. 

That's due to bad motion tracking and interpolation algorithms btw, which is a real shame considering the formulae for doing it cheaply exist in many high-performance math libraries used in particle physics simulation and motion mapping.

Software Engineer for Suncorp (Australia), Computer Tech Enthusiast, Miami University Graduate, Nerd

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3 minutes ago, Master Disaster said:

Sorry to be pedantic but it's latency, not ping as your reliant on the packets returning before the client can update. 

No you aren't. Many updates are completely decoupled from packet responses, and with good reason. Frames are never delayed based on lack of response.

Software Engineer for Suncorp (Australia), Computer Tech Enthusiast, Miami University Graduate, Nerd

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1 hour ago, samcool55 said:

The thing is there is already a company in the netherlands called tweak that offers 10gpbs for consumers in a few areas.

Funny enough, it's not available for businesses :D

Also the price is suprisingly reasonable, 95 euros.

It does cost you 275 euros to get everything connected and going, tbh not bad :D

 

Maybe first in the US, but not first in the world :P

ಠ_ಠ meanwhile in Canada people pay $100+ for sub 1mbps in my area. 

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Samsung 850 EVO 240 GB 

138 is a good number.

 

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Wait, so you are saying that this guy gets 1GB/sec download speeds!? What the heck? That is just insane. While I sit here paying $50 a month for 30/4...

GPU: XFX RX 7900 XTX

CPU: Ryzen 7 7800X3D

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37 minutes ago, patrickjp93 said:

No you aren't. Many updates are completely decoupled from packet responses, and with good reason. Frames are never delayed based on lack of response.

When your talking about games yes you are, I mean how is your client and the enemies client supposed to stay in sync if you're not reliant on receiving packets back from the server? 

 

Frames might not be delayed but updates certainly are meaning you just see recycled frames (hence rubber banding) or if it's a server update rate issue then everyone will see choke. 

 

I spent 5 years managing a dedicated box with 4 source engine servers and 18 months managing a second box with BF3 servers on it {we had a max of 256 slots on the box which we could divide how we wanted) so I learnt pretty much everything about gaming servers, update rates, tick rates & interpolation during that time. 

 

Fyi the way Source uses lerp to try and fill in missing frames is pretty broken , clients can override the client update rate to remove the lerp buffer and get a few frame advantage over other players. This wreaks havok with the servers and causes the server to choke really badly. Gldsrc had a client override cvar which valve removed on Source. 

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21 minutes ago, huilun02 said:

In Singapore we got residential 10Gbps lines...

About USD $136 after conversion, as of time of writing.

No throttling or bandwidth cap btw.

I cannot imagine anyone needing such a fast service.

 

While i concur that a 10Gbps is overkill except for a very small minotiry of consumers.

 

i think at that price i'd personally get it for "just cause". Though that would depend entirely on what their prices are on "slower" internet packages.  

 

My ISP is supposed to have 1gig connections available in my area by the end of the year for $99. I am really hoping they come through with that. 

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10 minutes ago, Master Disaster said:

When your talking about games yes you are, I mean how is your client and the enemies client supposed to stay in sync if you're not reliant on receiving packets back from the server? 

 

Frames might not be delayed but updates certainly are meaning you just see recycled frames (hence rubber banding) or if it's a server update rate issue then everyone will see choke. 

 

I spent 5 years managing a dedicated box with 4 source engine servers and 18 months managing a second box with BF3 servers on it {we had a max of 256 slots on the box which we could divide how we wanted) so I learnt pretty much everything about gaming servers, update rates, tick rates & interpolation during that time. 

They don't. They are completely asynchronous. You only update your knowledge of your foes when you get it. If that wasn't the case everyone would be running at the frame rate of the person with the worst GPU. The resolution of who shoots who is entirely handled by the server. You just receive the outcome.

 

No, no you didn't, because I've implemented it. You've only managed it.

Software Engineer for Suncorp (Australia), Computer Tech Enthusiast, Miami University Graduate, Nerd

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I was thinking of doing this until I realized it costs millions upon millions

ƆԀ S₱▓Ɇ▓cs: i7 6ʇɥפᴉƎ00K (4.4ghz), Asus DeLuxe X99A II, GT҉X҉1҉0҉8҉0 Zotac Amp ExTrꍟꎭe),Si6F4Gb D???????r PlatinUm, EVGA G2 Sǝʌǝᘉ5ᙣᙍᖇᓎᙎᗅᖶt, Phanteks Enthoo Primo, 3TB WD Black, 500gb 850 Evo, H100iGeeTeeX, Windows 10, K70 R̸̢̡̭͍͕̱̭̟̩̀̀̃́̃͒̈́̈́͑̑́̆͘͜ͅG̶̦̬͊́B̸͈̝̖͗̈́, G502, HyperX Cloud 2s, Asus MX34. פN∩SW∀S 960 EVO

Just keeping this here as a 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10 minutes ago, Master Disaster said:

When your talking about games yes you are, I mean how is your client and the enemies client supposed to stay in sync if you're not reliant on receiving packets back from the server? 

 

Frames might not be delayed but updates certainly are meaning you just see recycled frames (hence rubber banding) or if it's a server update rate issue then everyone will see choke. 

 

I spent 5 years managing a dedicated box with 4 source engine servers and 18 months managing a second box with BF3 servers on it {we had a max of 256 slots on the box which we could divide how we wanted) so I learnt pretty much everything about gaming servers, update rates, tick rates & interpolation during that time. 

They don't. They are completely asynchronous. You only update your knowledge of your foes when you get it. If that wasn't the case everyone would be running at the frame rate of the person with the worst GPU. The resolution of who shoots who is entirely handled by the server. You just receive the outcome.

 

No, no you didn't, because I've implemented it. You've only managed it.

Software Engineer for Suncorp (Australia), Computer Tech Enthusiast, Miami University Graduate, Nerd

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10 minutes ago, Master Disaster said:

When your talking about games yes you are, I mean how is your client and the enemies client supposed to stay in sync if you're not reliant on receiving packets back from the server? 

 

Frames might not be delayed but updates certainly are meaning you just see recycled frames (hence rubber banding) or if it's a server update rate issue then everyone will see choke. 

 

I spent 5 years managing a dedicated box with 4 source engine servers and 18 months managing a second box with BF3 servers on it {we had a max of 256 slots on the box which we could divide how we wanted) so I learnt pretty much everything about gaming servers, update rates, tick rates & interpolation during that time. 

They don't. They are completely asynchronous. You only update your knowledge of your foes when you get it. If that wasn't the case everyone would be running at the frame rate of the person with the worst GPU. The resolution of who shoots who is entirely handled by the server. You just receive the outcome.

 

No, no you didn't, because I've implemented it. You've only managed it.

Software Engineer for Suncorp (Australia), Computer Tech Enthusiast, Miami University Graduate, Nerd

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