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<H1>RE: [MUD-Dev] Mud Network Setup</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: RE: [MUD-Dev] Mud Network Setup</LI>
<LI><em>From</em>: "John Bertoglio" &lt;<A HREF="mailto:jb#pulsepoll,com">jb#pulsepoll,com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 3 Mar 2000 22:39:53 -0800</LI>
<LI><em>Importance</em>: Normal</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
&gt; adam#treyarch,com
&gt; Sent: Friday, March 03, 2000 12:09 PM

&gt;
&gt; On Thu, 2 Mar 2000, Eli Stevens (Grey) wrote:
&gt; &gt; As I understand the setup, the 768/128 is shared, so during
&gt; busy times we do
&gt; &gt; not get the full rate.
&gt;
&gt; I don't know if GTE does it differently from the other DSL providers,
&gt; but my understanding is that 768/128 is *guarenteed* bandwidth, but you
&gt; may get more than this in bursts, when the network is less busy, or simply
&gt; as a result of being closer to the DSL switch.
&gt;

The 768/128 service is not guaranteed bandwidth. It is the maximum that you
will receive. During off peak periods you will see your download speed
increase up to the point where you can see it hit a wall. On our GTE home
connection that is about 1 meg/minute. What the telco does is add additional
ADSL cards to a rack at the local switching office.
Each rack is served by its own line to a larger POP. I believe (if I recall
the conversation with the installer) that each rack holds 16 circuits. As
the rack fills, your available bandwidth will tend to drop.

That said, we have been very happy with our GTE service ("Bronze Plus")
which is about the same price as the additional 56k phone line we canceled.
At its worst is quite fast. Even uploads are quick since we do a lot of FTP
our web and database servers from this location.


&gt; This is what, IMO, makes DSL superior to a cable modem (especially for
&gt; server tasks): despite being an order of magnitude slower on the low end,
&gt; the bandwidth is always there, steady as a rock.  Cable modems can get
&gt; very bad during the day.

DSL is similar but the bandwidth dilution is limited by Telco practices.
This is typically superior to cable companies who will happily put 2000
people on a network served by a single frame relay t-1, 12 tiers below a
backbone.

The real problem with ADSL for servers is the "A" part. The 128k upstream
rate is what users see when attempting to talk to a server on a DSL line.
This would not seem adequate for any online system beyond initial testing. A
co-location is probably the best bet for almost any game provider. Our
(PulsePoll.com, not game) servers sit on a 100mhz Ethernet connected to huge
network with over 500mhz of bandwidth. We pay $500 per month for this level
of service and have awesome performance. While this is excessive for a
noncommercial enterprise, smaller IPs will co-lo your server for far less.

John A. Bertoglio
  _____

PulsePoll.com &lt;<A  HREF="http://www.pulsepoll.com/">http://www.pulsepoll.com/</A>&gt;
| 503.781.3563
| jb#pulsepoll,com &lt;<A  HREF="mailto:jb#pulsepoll,com">mailto:jb#pulsepoll,com</A> |

&gt;
&gt; Adam
&gt;
&gt;
&gt;
&gt;
&gt;
&gt; _______________________________________________
&gt; MUD-Dev maillist  -  MUD-Dev#kanga,nu
&gt; <A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>




_______________________________________________
MUD-Dev maillist  -  MUD-Dev#kanga,nu
<A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>

</PRE>

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<LI><STRONG><A NAME="00523" HREF="msg00523.html">Re: [MUD-Dev] Mud Network Setup</A></STRONG>
<UL><LI><EM>From:</EM> &lt;adam#treyarch,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Mud Network Setup</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00524" HREF="msg00524.html">Re: [MUD-Dev] Mud Network Setup</A></strong>, 
adam <a href="mailto:adam#treyarch,com">adam#treyarch,com</a>, Sat 04 Mar 2000, 01:10 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00506" HREF="msg00506.html">Re: [MUD-Dev] Mud Network Setup</A></strong>, 
adam <a href="mailto:adam#treyarch,com">adam#treyarch,com</a>, Fri 03 Mar 2000, 04:06 GMT
</LI>
<LI><strong><A NAME="00508" HREF="msg00508.html">Re: [MUD-Dev] Mud Network Setup</A></strong>, 
Eli Stevens (Grey) <a href="mailto:ens017#mizzou,edu">ens017#mizzou,edu</a>, Fri 03 Mar 2000, 05:28 GMT
<UL>
<LI><strong><A NAME="00523" HREF="msg00523.html">Re: [MUD-Dev] Mud Network Setup</A></strong>, 
adam <a href="mailto:adam#treyarch,com">adam#treyarch,com</a>, Sat 04 Mar 2000, 01:10 GMT
<UL>
<LI><strong><A NAME="00541" HREF="msg00541.html">RE: [MUD-Dev] Mud Network Setup</A></strong>, 
John Bertoglio <a href="mailto:jb#pulsepoll,com">jb#pulsepoll,com</a>, Sat 04 Mar 2000, 07:17 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00518" HREF="msg00518.html">Re: [MUD-Dev] Mud Network Setup</A></strong>, 
Todd McKimmey <a href="mailto:rufus#wombatgames,com">rufus#wombatgames,com</a>, Fri 03 Mar 2000, 17:03 GMT
</LI>
<LI><strong><A NAME="00531" HREF="msg00531.html">Re: [MUD-Dev] Mud Network Setup</A></strong>, 
cg <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 04 Mar 2000, 02:21 GMT
<UL>
<LI><strong><A NAME="00540" HREF="msg00540.html">Re: [MUD-Dev] Mud Network Setup</A></strong>, 
Steve Boleware <a href="mailto:boleware#bossig,com">boleware#bossig,com</a>, Sat 04 Mar 2000, 07:17 GMT
<UL>
<LI><strong><A NAME="00548" HREF="msg00548.html">RE: [MUD-Dev] Mud Network Setup</A></strong>, 
Joe Andrieu <a href="mailto:joe#andrieu,net">joe#andrieu,net</a>, Sat 04 Mar 2000, 20:14 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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