Beyond the lan: techniques from network games for improving groupware performance

  • Authors:
  • Jeff Dyck;Carl Gutwin;T. C. Nicholas Graham;David Pinelle

  • Affiliations:
  • University of Saskatchewan, Saskatoon, SK, Canada;University of Saskatchewan, Saskatoon, SK, Canada;Queen's University, Kingston, ON, Canada;University of Nevada at Las Vegas, Las Vegas, NV

  • Venue:
  • Proceedings of the 2007 international ACM conference on Supporting group work
  • Year:
  • 2007

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Abstract

Networked games can provide groupware developers with important lessons in how to deal with real-world networking issues such as latency, limited bandwidth and packet loss. Games have similar demands and characteristics to groupware, but unlike the applications studied by academics, games have provided production-quality real-time interaction for many years. The techniques used by games have not traditionally been made public, but several game networking libraries have recently been released as open source, providing the opportunity to learn how games achieve network performance. We examined five game libraries to find networking techniques that could benefit groupware; this paper presents the concepts most valuable to groupware developers, including techniques to deal with limited bandwidth, reliability, and latency. Some of the techniques have been previously reported in the networking literature; therefore, the contribution of this paper is to survey which techniques have been shown to work, over several years, and then to link these techniques to quality requirements specific to groupware. By adopting these techniques, groupware designers can dramatically improve network performance on the real-world Internet.