| Zettabits per second (Zbit/s) | Megabits per second (Mbit/s) |
|---|---|
| 1 Zettabit per second | 1 × 1015 Mbit/s |
| 2 Zettabits per second | 2 × 1015 Mbit/s |
| 3 Zettabits per second | 3 × 1015 Mbit/s |
| 4 Zettabits per second | 4 × 1015 Mbit/s |
| 5 Zettabits per second | 5 × 1015 Mbit/s |
| 10 Zettabits per second | 1 × 1016 Mbit/s |
| 20 Zettabits per second | 2 × 1016 Mbit/s |
| 25 Zettabits per second | 2.5 × 1016 Mbit/s |
| 50 Zettabits per second | 5 × 1016 Mbit/s |
| 100 Zettabits per second | 1 × 1017 Mbit/s |
| Reference | Zettabits per second (Zbit/s) | Megabits per second (Mbit/s) |
|---|---|---|
| A dial-up modem | 5.6 × 10-17 Zbit/s | 0.056 Mbit/s |
| Typical home broadband | 1 × 10-13 Zbit/s | 100 Mbit/s |
| Gigabit Ethernet | 1 × 10-12 Zbit/s | 1000 Mbit/s |
| Streaming a 4K film | 2.5 × 10-14 Zbit/s | 25 Mbit/s |
The zettabit per second is a unit of data transfer rate equal to a thousand exabits per second. Its symbol is Zbit/s. No system on Earth moves data at this rate, and none is planned; the unit exists because the metric system defines every prefix for every unit, whether or not the combination has yet been needed.
To see how far off it is, take the whole internet. Global traffic at present runs at roughly one exabit per second on average, so the entire planet's communications would have to grow a thousandfold to reach one zettabit per second. At the growth rates of the last two decades that would take somewhere between twenty and thirty years, which is precisely the sort of extrapolation that has been wrong in both directions before.
A zettabit per second is 125 exaoctets per second. Since global data storage manufacturing runs at a few hundred exaoctets a year, a link at this rate would transfer the world's entire annual production of new storage capacity in a couple of seconds. Nothing could be stored at the far end; the data would have to be processed and discarded as it arrived.
That last point is not as fanciful as it sounds. Several existing systems already discard almost everything they receive: particle detectors, radio telescope arrays and network monitoring systems all process far more than they keep, because keeping it is impossible and unnecessary. A zettabit-per-second link would be an extreme case of an architecture that already exists.
The physical obstacles are less absolute than they might appear. The theoretical capacity of a single optical fibre is far above what is used today, and the practical limits come from amplifier noise, non-linear effects and the electronics at each end rather than from the glass itself. Aggregating enough fibres would reach a zettabit per second; the difficulty is that nobody has a reason to.
For a converter, the unit matters because forecasts and capacity models are written in whatever unit keeps the numbers legible. A projection that reaches into the 2050s may reasonably state totals in zettabits per second, and a reader needs to be able to convert that into something familiar.
One zettabit per second equals 1,000 exabits per second, 125 exaoctets per second, or about 0.8470 zebibits per second.
The megabit per second is a unit of data transfer rate equal to one million bits per second. Its symbol is Mbit/s, often written Mbps. It is the unit in which internet connections are sold, which makes it the data unit most people encounter by name.
Because it is a decimal million and not 1,048,576, the conversion to octets is exact and easy: one megabit per second is 125 kilooctets per second, so a hundred-megabit connection delivers about 12.5 megaoctets per second at best. Anyone who watches a file transfer and does the division has understood the entire relationship between how connections are advertised and how transfers are reported.
What a household actually needs is far below what it usually buys. Standard-definition video streaming uses about 3 megabits per second, high definition about 5, and ultra-high definition about 25. A video call is around 3 to 8. A large family watching four separate high-definition streams while somebody downloads a game is using perhaps 60 megabits per second, which a hundred-megabit connection handles comfortably.
The reason to buy more capacity than that is not peak speed but behaviour under load. A link that is near its limit develops queues, and queues add delay, which shows up as stutter in video calls and lag in games. A connection with generous headroom keeps its latency low, and that is a more noticeable improvement than a higher number on a speed test.
Wired local networks pass through this range on the way up. The original Ethernet ran at 10 megabits per second, its successor at 100, and both were the standard office connection for a decade each before gigabit replaced them. Wireless standards followed the same path with a lag, and both are now measured in hundreds of megabits or in gigabits.
Real throughput is always below the nominal rate. Protocol overhead takes 5 to 10 per cent on a wired link; a shared wireless channel loses much more, because the medium is divided between all the devices using it and interference forces retransmission. A connection advertised at 100 megabits per second measured at 90 over cable and 50 over a busy wireless network is behaving normally.
One megabit per second equals 1,000,000 bits per second, 125 kilooctets per second, or about 0.9537 mebibits per second.