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Mintopia

epic20 - Network and Internet Feedback

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If anyone has any feedback/comments, good or bad on the internal network and Internet connections this event, please let me know. We put a bit of work this event into improving our core network, with new network switches; we also added another Internet connection into the venue as well.

 

Some great stats from the weekend that I posted on Facebook:

 

  • Wired Devices: 481
  • Wireless: 718
  • Internet Upload: 644 GiB
  • Internet Download: 3.89 TiB
  • Steam Cache Upload to LAN: 3.09 TiB
  • Steam Cache Download from Internet: 1.24 TiB
  • Peak Cache Speed: 430 mbps

 

Internet Usage Graph

16819243_385094481873013_110105593941006

 

Steam Cache Graph

16835825_385094051873056_473162784913469

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I think for the amount of devices connected it was brilliant network performance, my only concern is I got like 30 KB/s download a game through steam which was quite annoying but I understand why. Overall the fact that the internet and all the equipment was able to handle all those connections is fascinating. Well done to you all. I would be really interested in helping out because I love all this networking stuff but probably not yet :P, but again, good job to the whole tech team :13_upside_down:  

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Do you know what game you were trying to download through Steam? We operate a Steam Cache that caches any game downloads, but if the game isn't on the cache, it'll need to download it and the cache itself is limited to 30mbps down (which it did continuously from around 4PM on Thursday through to 3PM on the Sunday).

For the next event, I will be ensuring that where possible, we've got pre-cached anything that people attempted to download at this event.

 

I'm working on a few blog posts going into some detail on the network and tech side of things, once they're done I'll be sure to post them here for people who are interested.

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1 minute ago, Mintopia said:

Do you know what game you were trying to download through Steam? We operate a Steam Cache that caches any game downloads, but if the game isn't on the cache, it'll need to download it and the cache itself is limited to 30mbps down (which it did continuously from around 4PM on Thursday through to 3PM on the Sunday).

For the next event, I will be ensuring that where possible, we've got pre-cached anything that people attempted to download at this event.

I believe it was this game :13_upside_down:

http://store.steampowered.com/app/246900/

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1 minute ago, Oliy said:

I believe it was this game :13_upside_down:

http://store.steampowered.com/app/246900/

 

Yep, that wasn't on our list of games we primed the cache with. Sorry about that! The list of games for this event that we used can be found here:

https://raw.githubusercontent.com/mintopia/steamcache-primer/master/appids

You'll need to look them up on the Steam Store, but if the application ID wasn't on this list, then it probably wasn't on the cache at the start of the event.

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Just now, Mintopia said:

 

Yep, that wasn't on our list of games we primed the cache with. Sorry about that!

 

Yea I wouldn't think so :4_joy: Thanks anyway! :) 

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44 minutes ago, Mintopia said:

Do you know what game you were trying to download through Steam? We operate a Steam Cache that caches any game downloads, but if the game isn't on the cache, it'll need to download it and the cache itself is limited to 30mbps down (which it did continuously from around 4PM on Thursday through to 3PM on the Sunday).

For the next event, I will be ensuring that where possible, we've got pre-cached anything that people attempted to download at this event.

 

I'm working on a few blog posts going into some detail on the network and tech side of things, once they're done I'll be sure to post them here for people who are interested.

 

Would definitely be interested in seeing the technical side of the epic.LANs, I was pleasantly surprised at how well the wireless coped (and it really was a god send with no signal on 3 or EE in KCC) and the overall performance in general. Downloading games just needed a little planning ahead while people slept, and there was never any game breaking latency from what I noticed.

 

Don't know how many more (if any) volunteers you guys need on the tech side but have put an application in via the epic21 site anyway :)

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The whole epic.lan core is very simple. The improvement has come from moving to a complete Cisco switching fabric which in its self has allowed us to improve things across the board. Things like the improved spanning-tree, port-security and logging allows us to get a big picture on all 35 switches across the event.

 

We also used more internet connections to balance you all on.

Edited by matthab
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