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Before we discuss the features of LLR, you should be wary that the naming convention will seem to be some sort of marketing ploy. It is indeed, but behind the names there are features that actually do something (or at least we think they do). The first feature of LLR, as presented in the KillerNIC whitepaper, is called “GameFirst”. GameFirst is the packet-shaping element of LLR. When the NPU receives user datagram protocol (UDP) packets (packets are small portions of data transmitted over a packet switching network (a la Internet)), it labels them according to the specific kind of data they contain. The NPU does the same thing to UDP packets on the way out, as well. When sending and receiving these packets, the NPU can distinguish which are gaming packets, and prioritizes them so that the network operations necessary to run the game are carried out first, hence the moniker "GameFirst". UltimatePing is the third feature of LLR Technology and is designed to reduce the internal UDP ping time. Internal UDP ping is generated from delays associated with the processing of a UDP packet. We are not really sure what these delays are (primarily because we are not really network experts), but we do know that the combination of the delays creates a latency that increases the UDP ping time. UltimatePing takes these delays and eliminates those that are not necessary, which is designed to ensure that the UDP processing operation goes as smoothly as possible. As a note, we had always considered UDP packet processing to cause negligible latency (somewhere around a microsecond or so), but we seem to be wrong in this assumption. Because LLR Technology is able to control internal UDP ping time like this, it can theoretically create an artificially high ping if desired. This is what the PingThrottle feature of LLR is - a means by which the user can dial back their ping for whatever reason. Bigfoot proposes two possible applications of this technology. The first is to increase your ping if it is lower than the other players in the server, to help maintain a level playing field. The second purpose is to increase your ping so you can train in a poorer game environment, and be that much better in scenarios when your ping is lower. We are not entirely convinced that either of these applications is really practical, but more hardcore gamers that play with different pings and know that they can play better with lower ping may find this feature quite useful. An important thing to note about this feature is that it cannot really be abused. For instance, you can’t adjust your ping by 100ms on the fly to jump around on your opponents screen then turn it down and shank him in the back. The max amount of latency you can add using PingThrottle is about 20ms. The final feature of LLR technology is the big one: FNapps. We mentioned earlier that the NPU on the KillerNIC is capable of running a stripped-down version of Linux that allows Bigfoot’s Flexible Network Architecture to be implemented. Imagine being able to run Ventrilo without having to deal with any of the CPU/system load associated with doing so. This is what FNapps potentially provides for. There are currently no FNapps available to the public, but we have been assured that there will be a VoIP application and a BitTorrent client by the end of this year (2006). The real benefit here is that advanced users will be able to program their own FNapps and utilize them on the KillerNIC. |



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