How much bandwidth do you really need? (Web browsing, streaming and gaming)

Hussein Nasser ยท Beginner ยท๐Ÿ—๏ธ Systems Design & Architecture ยท6y ago
๐Ÿ’ป More software engineering videos https://www.youtube.com/playlist?list=PLQnljOFTspQXOkIpdwjsMlVqkIffdqZ2K Bandwidth is measured by how many bits a device is allowed to send/receive in a second. It ranges from your internal network starting from network card all the way to your ISP Internet speed. In this video we will discuss the definition of bandwidth upload vs download speed, the different usage patterns for normal web browsing, streaming, gaming, media production and cloud web servers etc and finally we will show an example of the whole thing. When your ISP gives you 80Mbs download/1Mbs upload bandwidth, this means 80 mega bits download which means your router (and all your devices) can receive (download) a total of 80 mega bits in a second at a time, and it can send (upload) 1 mega bit in a second. With your ISP can you pick and choose your plan that fits your usage. Usage patterns Web Browsing Most people download far more than they upload. So the download bandwidth matter more than upload bandwidth. For simple web browsing the download incoming traffic is slightly larger than the outgoing one. You make a GET request to pull index.html, you get back the html content. Yeah there are some images but still not much of incoming. Streaming Think about it when you watch a movie in Netflix you make a small request usually in few hundred bytes. But the data you receive (download) is huge. So streaming is constant large incoming data. While still outgoing traffic is minimum. Gaming The bandwidth for gamers is really interesting specially who play online and it really depends on the game. a game might use the server authoritative model, where all the online players send their inputs and receive the final game state changes from the server. In that case the there is a constant upload, still minor but the download bandwidth is larger since state is usually bigger. Games can also use the lock state model or the client authoritative model, where all the clients se
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