How sensitive are online gamers to network quality?
Communications of the ACM - Entertainment networking
An empirical evaluation of TCP performance in online games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Latency evaluation of networking mechanisms for game traffic
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
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The QoS requirements of game messages may differ because of the latter's intrinsic characteristics. In this paper, we propose three content-based strategies for quantifying the effects of different QoS levels. The strategies assign appropriate QoS requirements for game messages based on our analysis of Angel's Love action logs. We evaluate several transport protocols, including TCP, UDP, SCTP, DCCP, and our content-based transport protocol using the action logs of Angel's Love. Through simulations, we quantify the performance of our content-based strategies. The results show that the strategies incur much lower end-to-end delay and end-to-end jitter than existing transport protocols.