said by SSidlov:
Lets say that a deal could be struck with the major players in the internet based gaming world (so they would be getting a small cut), MS, Sony, WOW, Second Life, etc., to have a very high speed network connect directly to them above and beyond their current infrastructure. The 'ISP' could lease bandwidth in various areas and sell/use/lease higher end custom cable or fiber modems than your typical TWC/Comcast/FIOS customer, all for a price. The modems could be made with either software or hardware based chips to use specific channel frequencies that the ISP contracted for it's use, using multichannel bonding to ensure reasonable levels of service, etc.
what i gather from this is that you are equating latency and bandwidth. the two are not the same, nor are they correlated.
the issue with having a "gaming" tier, is that it does not address the fundamental structure of the internet. for games like "wow", all services are hosted in a datacenter off the att network. your latency to these servers depends on how your isp interconnects to the global network. if you connect through a tier-1 provider (such as verizon, qwest, att) who peer directly with each other, your latency will be much lower than someone on the cox network who has to move from their location, to the nearest level(3) exchange, and then onto the att network. those extra hops cause extra latency.
additionally, for "dynamically hosted" games, like those done with an xbox360 or ps3, the "host" of the game is always changing. while you are all connecting to xbox live, most of the gaming communication is done in fashion similar to voip - once the "registration" is sent to the sip session manager and the "invite" and "ack" sequence occurs between sip-ua's, the rtp packets are passed between endpoints and *not* through the intermediary server. because of this dynamic nature, you'd essentially have to have the fastest routing to anywhere all the time - something that *cannot* happen. there will always be endpoints that are logically "further away" than others and to think otherwise is denying that the internet is an entity that is distributed.
additionally, when you're dealing with xdsl-based services, interleaving becomes an issue. due to the age of the infrastructure, interleaving is turned on to reduce the bit error rate of lines with marginal stats for the profile. if your line tests clean enough, sometimes you can have it removed, a so-called "fastpath" profile, but that takes coaxing, encouragement, and proof to your isp.
Of course there is no reason that a PS3 or Xbox cable modem couldn't sit between your console and be directly connected to virtual network either using different frequencies than the non-users in the 'hood, and contributing to the local ISP's coffers right now.
yes, there is. its because changing a frequency on a cable modem won't do anything to change (a) the speed of light or (b) the number of hops your client device will make to a hosted server.
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