Killer NIC Technology

Hopefully you are still with us after the previous segment as writing it was better than taking a dose of Lunesta. In all seriousness, the technology of offloading network transactions to a dedicated processor has proven to be very beneficial in the corporate server environment. The typical TNIC is designed to handle data payloads that are larger than 8KB and in certain instances will have reduced performance (lower throughput and higher latencies) with smaller and more frequent data payloads in the 1KB to 4KB range. This range is what most messaging traffic, web services, and real-time data applications such as games utilize at this time. TNICs are generally optimized for TCP (transmission control protocol) packets where the vast majority of games today utilize UDP (user datagram protocol) packets for data transmission.

The differences between the two protocols are numerous but we will hit the highlights. TCP has a standard header length of twenty bytes versus eight for UDP. The normal TCP header will contain metric information such as sequence and acknowledgement numbers along with a requirement for a checksum number. UDP packets do not include metrics and the checksum information is optional. In other words, UDP does not provide the reliability, security, or ordering (queue) guarantees that TCP can deliver. The datagrams in the UDP packet may arrive out order or not at all and your system or application may never notice. Unlike TCP, UDP provides no guarantees for delivery or proper queuing, so why use it? The answer is simple: UDP is faster and far more efficient for time sensitive applications such as gaming, and you don't need every data packet to game properly. (I.e., if you miss one packet that says player X is at coordinates (10,10,15) but you get the next packet that shows X at (12,11,15), the missing packet will not seriously impact the overall experience unless of course you missed a shot or took one.) With this simple premise in mind BigFoot Networks decided to take TOE technology and design a TNIC that focused on UDP protocols and latency reduction.

The main technology focus of BigFoot Networks is centered on their LLR technology. LLR (Lag and Latency Reduction) technology that implements a 1-packet 1-interrupt model to eliminate the entire queuing and buffering operations standard NICs do during the packet receipt and transmission process. When in game mode, the Killer NIC will also completely bypass the Windows networking stack which contributes to further latency or lag reductions depending upon the application. When BigFoot Networks discusses ping improvements in games they are not talking about reducing ping through your network or at the server. This is completely out of their control and although their marketing information is not clear about it the reduction in ping comes on the host machine. These reductions come from bypassing the Windows Network Stack while in Game mode. Depending upon the application and packet size there is generally a 1~3ms delay due to system buffering and another 3~10ms delay in the queuing and processing of data packets in the current Windows Network Stack.

What makes LLR work is the NPU (network processing unit) on the card. This processor powers both the Windows Network Stack bypass engine and the 1-packet 1-interrupt model. In short, this NPU gets the normal network transactions out of the graphics path in games. This can result in improvements in FPS (frames per second) and reduced lag. With a standard network card, before nearly every graphics frame is drawn, there is first a check to the server to see if a new data packet has arrived or if one needs to be sent. Checking the server for new data packets can use up processor clock cycles whether or not data is there. Instead of a multitude of interrupts as we discussed earlier, the Killer NIC will receive or send those data packets in a single instruction. The Killer NIC has the further ability of interrupting the game directly when new data arrives. The Killer NIC is designed around reducing latencies and not throughput.

While LLR technology is impressive to some degree we have to temper any enthusiasm with the fact that most games are designed very differently in their handling of network tasks. Some games do not check for new network data on every graphics frame so any FPS improvements will be minimal at best or completely nonexistent the majority of time. Several older games do not use UDP packets so performance could suffer as the Network Stack bypass model is not used and the card must act as standard NIC. The one thing that we have learned during testing is that many games do not report accurate latency (ping rates) so any improvements are not as measurable but at times can be felt do to smoother game play. The basic TOE and TNIC technology still applies to this card and has been proven over the past few years in the corporate server environment. Converting this technology to the desktop with the added spin of improving gaming is certainly an admirable feat but how well does it work? We will answer that question in a few pages but first let's take a look at the obligatory marketing information.

Technology behind the Killer NIC Killer NIC Marketing Materials
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  • mlau - Tuesday, October 31, 2006 - link

    Correct, I haven't (I do have bills to pay and don't waste what's left on improving my laptop). To me it's absolutely not worth shelling out 500$ so that oblivion runs with 5 fps more. Reducing resolution costs nothing. With the saved money you can buy loads of beers which will make playing that game much more interesting :)

    The card is too expensive for what it offers, and its benefits will vanish with the
    next cpu generation, no doubt. What makes the card interesting is the integrated
    offload of all of linux' filtering/routing. The card is marketed to the wrong crowd.

    PS: I think ati and nvidia need to be congratulated for finding another
    reason for gamers to shell out money. (and look, ati also wants you to buy 3 cards in the
    near future, for another completely useless thing: physics "simulation". I bet hundreds
    of people can't wait to post benchmarks and how it improved their framerates and how
    "physically correct" the dust now settles in $GAME)
  • rushfan2006 - Wednesday, November 1, 2006 - link

    Agreed. I am a gamer a very long time gamer btw...if that counts for anything to do with anything...LOL...I've always built my own gaming boxes throughout the years -- so I think I have some relevant experience to base my opinions on. Though the guy is a bit brutish in how he makes his remarks, factually I believe he's correct in that right now with the state of technology the price:performance ratio for dual cards in games is just not there. If I'm going to invest a total of $1000 (two cards) I'd want to see DRAMATIC improvements. Now we all have our own standards -- so let me define mine...even 10% performance game for that investment is NOT "dramatic" to me. Research the benchmarks from your favorite tech sites, don't take my word for it -- the benchmarks speak for it.

    As for the topic of this Killer NIC...for me personally, as a gamer, its just a waste of money and the concept of it kind of makes me laugh to be honest.

  • imaheadcase - Tuesday, October 31, 2006 - link

    I agree, crossfire/SLI is not all that at all. Its just a marketing tool to make gamers think they need it. The difference though is that it has some nice uses other than games.

    Games should be the LAST thing people should think about when getting SLI/Crossfire.
  • Frumious1 - Tuesday, October 31, 2006 - link

    I'm not sure if you're being sarcastic or idiotic. Hopefully the former? Marketing tools are trying to peddle something that has a negligible impact. You know, convincing people to upgrade from a 2.4 GHz E6600 to a 2.93 GHz X6800 for three times the cost... maximum performance increase is 22% for a 200% price hike! CrossFire and SLI on the other hand can give up to a 90% (and usually at least 50%) performance increase for a 100% price increase.

    Yup, that's totally marketing. So are large LCDs, because those are completely useless. (Yes, that's sarcasm.)
  • feelingshorter - Tuesday, October 31, 2006 - link

    How about spend 300 bucks and buy windows? My bit defender works just fine as a firewall and doesn't use 300 dollars worth of CPU. Hell, you can buy a new cpu and off set any performance hit using software firewall with 300 bucks!
  • Hypernova - Tuesday, October 31, 2006 - link

    But as the review says currently there are still NOTHING that shows the potential of FNapps. This is the card 2nd biggest selling point yet there's still nothing to show for it.
  • cosmotic - Tuesday, October 31, 2006 - link

    quote:

    Yes, we will present data such as frame rates per second and ping times in several of the latest games available today.


    I don't think the "per second" is appropriate.

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