It's a tough issue. As the game devs told the FCC, bandwidth is already tough to program around (especially in games like FPSes where nanoseconds count), and with the advent of bandwidth-intensive services like OnLive and "peering" rather than dedicated servers, these developers argue that ISPs charging companies for QoS would edge out entrepreneurs and actually discourage innovation in gaming. ISPs answer that a premium service doesn't mean the non-premium service is bad, just that they want to offer premium products to customers (and of course rake in the ensuing fees). Unfortunately, it's going to take more than just an FCC workshop to solve this ongoing concern.
Posted on Jun 19th 2013 6:00AM
Posted on Jun 18th 2013 11:55PM
Posted on Jun 18th 2013 9:00PM