My interest is peaked and if it works I would be possibly buying it depending on who has it. The one thing I want to know is does this somehow cause less ping time between parties then say an xbox 360? Cause I have started a connection between 2 xboxs online in the same room and internet and never seen a ping close to 16 m/s. If your invention can make a decent connection on 100 m/s (maybe not 60 frames per second but close) I can see how good it could be, but a 16 m/s connection seems pretty limited unless the system itself is somehow more efficent.
That's because you're interacting with the Xbox Live network for gamertagas and other administrative informaton. The problem with Xbox live is it uses power to make up for speed. Network traffic naturally take a disorganized route, as any ping test will tell you, because different people own different parts of the internet, and different companies have arrangements with different other companies of how they transfer data. But if you had a private gaming network whose express purpose is to shave milliseconds off ping time down from 100 ms for a 200 km trip to 1 ms then it could be done. Remember the speed of light is 300,000 km/s which is 300 km/ms. Remember the reason the speeds don't indicate under 1 ms speeds is beuase the network was designed to get you there, not shave milliseconds. Back when Arpa Net was invented, it didn't mater whether the missile launch codes got from Washington to Los Angeles in 1 ms or 1000 ms. The point is if Kansas City got nuked, the signal wouldn't die at Kansas City. There were no commercial tele-games at the time, they didn't anticipate the advent of 60 frame/second remote networked computer and video gaming.
I talked to a couple people at Xbox Live, they said higher speeds make networking possible. But if ping times were under 10 milliseconds, you can do live joystick feeds and update it every 60th of a second. A Neo Geo has 4 buttons, 4 directions (with diagonals being combinations of one vertical and one horizontal bit.) With 2 special buttons, you have 10 bits/player/cycle. Sine the most a Neo Geo can do is two players at one machine then it's 20 bits/cycle. If the machine CONTROLLED at 60 frames per second (not necessarily displayed but controlled) then that is 1200 bits/second which is 1.2k which fits under dial up. The only reason you need speeds in the megabit range is becuase the games stores up previous frames, computes possibilities based on an artificial intelligence playing for a remote human, and if anywhere the controls are "wrong" (between the AI guess and the actual events) you will have skating or a jump-cut when there is a difference. If you've ever noticed a target you're aiming at "pop" out of there before you pull the trigger, that's because the computer predicted your opponent, whiffed and instantly corrected the record, including filling in the gaps in between. At 100 ms you're always going to be 3 frames late in a 30 frame/second game. That's why you ned high bandwidth to make up for poor ping times. Try an Ethernet connected setup between 2 computers with all external connetions shut down meaning completely choked off memainig physically disconnect the wireless adapter, and see if the ping time is under 16 ms then.
By the way, Smaller ping numbers are better. 60 frames / second inverted as a reciprocal is 1 second/60 frames = 1000 milliseconds/60 frames = 16 milliseconds/frame.
And no artificial intelligence acting as a temporary proxy for a human means ANY 2 player game can be made online, because you're doing live joystick streams in real time. If you were to make a generic server without using a low ping connection, you'd either have to pause the game until the network caught up or you're in pure action mode. Playing a reactionary game would cause you to "skate" or have a 3-6 frame delay to your actions. That's why the only 2 solutions are the old way, program a game to specifically work with a high ping network, or the new way make a low-ping network. The disadvantage of the first is you have to have programmers think like users and update the game when someone finds a circumvention. Which means you have only so many man hours of working online games so only the more poplar ones get remade. With my system every game no mater how great or obscure gets turned online.