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The bufferbloat phenomenon was described as early as 1985. [1] It gained more widespread attention starting in 2009. [2] According to some sources the most frequent cause of high latency ("lag") in online video games is local home network bufferbloat. High latency can render modern online gaming impossible. [3]
Until January 2009, [1] he was the Vice President of Software at the One Laptop per Child project, [2] working on the software for the OLPC XO-1. [3] From 2009 through 2014, he worked at Alcatel-Lucent Bell Labs. Gettys was the co-founder of the group investigating bufferbloat and the effect it has on the performance of the Internet. [4]
Bufferbloat is a phenomenon in packet-switched networks in which excess buffering of packets causes high latency and packet delay variation. Bufferbloat can be addressed by a network scheduler that strategically discards packets to avoid an unnecessarily high buffering backlog. Examples include CoDel, FQ-CoDel and random early detection.
It is designed to overcome bufferbloat in networking hardware, such as routers, by setting limits on the delay network packets experience as they pass through buffers in this equipment. CoDel aims to improve on the overall performance of the random early detection (RED) algorithm by addressing some of its fundamental misconceptions, as ...
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Technical literature first documents the problem as far back as the 1980s, although the term "bufferbloat" was not yet in use. I'll grant that Gettys may have been the first person to use the term, but that must have been years before 2010.
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