Low latency data
Reducing latency is a critical ingredient in the Jibe platform. We've designed Jibe from the group up thinking about mobile and the next generation of real-time apps. We focus on all the variants of latency: (1) static latency, (2) dynamic latency and (3) protocol-induced latency.
Just how fast is Jibe's Network?
The key techniques for latency reduction are provided with the use of the Jibe SDK for developers. Based on global tests we have conducted, we are seeing the following performace benchmarks.
Game title: Air Hockey (2 players / extremely latency sensitive title)
Network parameters: packet size ~1KB / 30 packets per second
Mobile networks: Verizon Wireless, AT&T, Sprint, Vodafone Spain, Vodafone Germany, O2 UK, and Telefonica Spain were part of the trials with participants competing freely with others on a different network.
Player location: Players were always in the same geographic region/country.
The following table shows typical latency figures from successfully established gaming sessions:
The performance has since been validated with additional game titles from various genres including a high-end car racing simulation, a 3D platform title and casual games leveraging the Jibe network for game data and additionally for live in-game audio and video.
As all mobile users know, there will be situations where the network coverage is too poor or the connection to unstable to sensibly use any application requiring data connectivity – let alone play an online game. So how do you avoid that users try to play each other (either directly or through a random match-up) and end up with a poor experience? The short answer is – "Ping before you play".