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Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Improving TCP Congestion Control over Internets with Heterogeneous Transmission Media
ICNP '99 Proceedings of the Seventh Annual International Conference on Network Protocols
Game server selection for multiple players
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Latency and player actions in online games
Communications of the ACM - Entertainment 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
Optimising online FPS game server discovery through clustering servers by origin autonomous system
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
The partial migration of game state and dynamic server selection to reduce latency
Multimedia Tools and Applications
Paceline: latency management through adaptive output
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Optimisation of capacity in various 802.11 gaming scenarios
International Journal of Advanced Media and Communication
Reducing game latency by migration, core-selection and TCP modifications
International Journal of Advanced Media and Communication
Methods and network architecture for modifying extensible virtual environment to support mobility
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
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A wide range of networked games send data with very high interarrival-time between packets and with small payloads in each packet. We call these transmission patterns "thin streams". Reliability, when needed for game traffic, is usually achieved through TCP or by using retransmission schemes modelled on TCP. These retransmission schemes can result in very large delays if the stream is thin [9]. Viewed in the light of the time-dependent nature of game traffic, large delays can be severely impeding to the game experience. In order to reduce application-layer latency when packets are lost, we have implemented modifications to TCP in the Linux kernel. The changes are only active when thin-stream properties are detected, thus not affecting TCP behaviour when the stream is not thin. In this paper, we show the latency improvements from these thin-stream modifications. As a case study, we have used the game BZFlag to test the mechanisms, and present statistics from these tests. The experimental results show that our modifications allow TCP to recover earlier from packet loss. This latency reduction was then shown to improve the difference between perceived and actual player positions in the BzFlag game.