Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Latency and player actions in online games
Communications of the ACM - Entertainment networking
UDT: UDP-based data transfer for high-speed wide area networks
Computer Networks: The International Journal of Computer and Telecommunications Networking
The effect of latency on user performance in real-time strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
The fun of using TCP for an MMORPG
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Research note: Source models of network game traffic
Computer Communications
Quantifying the effect of content-based transport strategies for online role playing games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Benchmark of middleware protocols for application and service interaction
Proceedings of the 7th International Conference on Mobile and Ubiquitous Multimedia
On the challenge and design of transport protocols for MMORPGs
Multimedia Tools and Applications
Improving SCTP retransmission delays for time-dependent thin streams
Multimedia Tools and Applications
Journal of Parallel and Distributed Computing
Review: Packet-level traffic analysis of online games from the genre characteristics perspective
Journal of Network and Computer Applications
An information-based dynamic extrapolation model for networked virtual environments
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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Large improvements in computer technology allow thousands of users to concurrently interact in a virtual game. Due to this development, the body of work analyzing game traffic has grown considerably in the recent past. However, little work has been done to examine and compare networking techniques with respect to meeting the stringent latency requirements that are common for networked games. Most interactive games need response times between 100 and 1000 ms depending on the game genre [6]. In this paper, we evaluate different techniques for delivering packets in a timely manner. In particular, we compare existing user-space middleware running on top of UDP and reliable, fair transport protocols like TCP and SCTP. In addition, we evaluate some "low latency" extensions to TCP, SCTP and one of the middleware platforms. We present results concerning packet latency and bandwidth requirements for the different approaches.