Experience Testing

Because we couldn't perform as many useful repeatable tests as we wanted, we have done quite a bit of just plain gaming. We played with the hardware and without the hardware. We tested EVE Online and Team Fortress 2. Bigfoot reports that Team Fortress 2 sees some of the highest benefit from their technology, and we included EVE in order to gauge impact on network games / MMOs that were not singled out by Bigfoot. We played around with WoW for a while, but we don't have a high enough character to do anything where latency could really matter (large parties playing end-game content). These tests were done the way we normally game: with nothing running in the background and no downloading going on.

In playing on our Core i7 965 system with an NVIDIA GeForce GTX 280 and 6GB of RAM, we spent a couple hours with each game. Half of our time was with onboard networking and the other half with the Killer Xeno Pro. Both games were run at their highest quality settings and resolution on our 30" panel.

In EVE we ran some missions and got into a little PvP action. While we made more isk (EVE's in-game currency) playing with the Killer Xeno Pro, this was just the result of the missions we were handed. Neither PvE nor PvP situations felt any different with the onboard NIC versus the Killer Xeno Pro. Action was just as smooth and the UI was just as responsive no matter what was going on. We felt the same sort of loading hiccups when changing areas with both networking solutions as well: the Killer Xeno Pro just didn't deliver any tangible benefit in EVE Online.

Our Team Fortress 2 testing consisted of lots of different games played on both the on-board NIC and the Killer Xeno Pro.

We do need to preface this by acknowledging the fact that none of us are really twitch shooter experts. Sure, we all played and loved Counter Strike and CS:S, Unreal Tournament in all its incarnations, and many other FPS games, but we aren't the kind of people who run moderate resolutions with 16-bit color and most of the options turned as low as possible in order to get every single possible advantage. We are also not professional gamers; but we do love to game.

That being said, we really didn't notice any difference in our gaming experience with or without the Killer Xeno Pro. I tend to like sniping in games, and typically even non-twitch gamers can tell if they're being screwed out of kills by network issues. I didn't experience this sort of frustration with either solution. Game play was smooth and not jerky or problematic even in larger fire fights when there were no other issues at play. When playing both with and without the Killer Xeno Pro, we experienced some issues when on servers with issues.

It is just a fact that the most important factor is going to be finding a game where you and all the other players have a low latency connection to the server. The slight difference of a minimally reduced client side latency is not going to have a higher impact than any sort of other network issues.

In other words (and to sum up), when you have a bad connection, the Killer Xeno Pro is not going to fix it; when you have a good connection, the Killer Xeno Pro is not going to make the experience any better.

Mostly Deterministic Testing Final Words
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  • Pirks - Friday, July 3, 2009 - link

    "offload TCP/IP work from the CPU by bypassing the Windows TCP/IP stack" <<<--- THIS my friends if the proper fix for the infamous Vista MP3 network throttling issue. I wish this card were around when Mark Russinovich made his famous blog post.
  • Zolcos - Friday, July 3, 2009 - link

    Of course, internet latency is mostly dependent on the internet. Maybe I read this product wrong, but I always thought it was more for LAN gamers. After all, the client-side processing makes up a larger percentage of total latency on a fast LAN than over the internet. I'd like to see some game latency tests with a few computers on a gigabit LAN and no internet connection. Maybe even do a test with just a crossover cable between 2 Killer Xeno Pro cards to see "how low can you go".
  • DerekWilson - Friday, July 3, 2009 - link

    I'd like to do that sort of testing as well. We've only got one card in our labs right now though.
  • andylawcc - Friday, July 3, 2009 - link

    how much did they pay you guys to review this?
  • james jwb - Friday, July 3, 2009 - link

    the "Anandtech has gone down hill" troll remarks aren't going to reappear again, are they? The last few months it's been nice here...

    There was nothing wrong with this review. Bigfoot marketed it at gamers, it was reviewed with this in mind, and it's failed in that respect. The review was solid, if anything blame Bigfoot Networks. Got it?
  • DerekWilson - Friday, July 3, 2009 - link

    Really?

    I was actually interested in finding out if it was any good.

    And we did recommend that people not buy it ... so ... there's that.
  • crimson117 - Friday, July 3, 2009 - link

    Okay then... um... how much did their competitors pay you to review it? Yeah!
  • HerrK - Friday, July 3, 2009 - link

    It would be nice to see how good the ping reduction for torrent+WOW is in comparisson to a software solution like CfosSpeed, which does the trick at my PC for yeras now. And I would like to see CPU-utilization compared to onboard NIC´s for GBit file transfers in an internal network. I'm aware that you wanted to show the real performance benefits for a gamer, but you know...


    Last, since this is my first post here, I would like to thank you all for your great work at Anandtech, it is one of the sites I check almost every day, and be delighted.
  • DerekWilson - Friday, July 3, 2009 - link

    This could definitely be interesting and is something we would like to look into.

    we do really want to test with more than one card to see how it changes overall network performance.
  • hyc - Monday, July 6, 2009 - link

    In my experience, having done a lot of heavy load testing on servers, you're only going to see any difference when you're near saturation of the network fabric. I.e., you need to be pushing enough packets to be at over 60% of the network's packet-per-second limit before you'll see any performance difference from any offload engine. For gigabit ethernet the maximum frame rate (at minimum frame size) is about 1.488M packets/sec. At anything less than 10% network utilization I doubt you'll even be able to measure the CPU overhead of network processing.

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