Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Subjective quality assessment for multiplayer real-time games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Adaptive event dissemination for peer-to-peer multiplayer online games
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
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This paper uses data captured during our online game trials to answer some fundamental questions regarding game distribution for online, first person shooter games. First person shooter games are popular, generate large amounts of traffic and have stringent delay requirements. They offer both great opportunities and great challenges to games distributors. We deal with three key issues in this paper. The first is tolerable network latency. This is addressed through identifying the limits to latency that customers will accept. The second is jitter. We show that jitter is highly correlated with latency and so managing latency effectively manages jitter. Finally, we provide a simple model of game traffic that will enable game distributors to estimate the networking requirements for their deployment.