Improving round-trip time estimates in reliable transport protocols
SIGCOMM '87 Proceedings of the ACM workshop on Frontiers in computer communications technology
Simulation-based comparisons of Tahoe, Reno and SACK TCP
ACM SIGCOMM Computer Communication Review
Generating representative Web workloads for network and server performance evaluation
SIGMETRICS '98/PERFORMANCE '98 Proceedings of the 1998 ACM SIGMETRICS joint international conference on Measurement and modeling of computer systems
An end-to-end communication architecture for collaborative virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Improving TCP Congestion Control over Internets with Heterogeneous Transmission Media
ICNP '99 Proceedings of the Seventh Annual International Conference on Network Protocols
On making SCTP robust to spurious retransmissions
ACM SIGCOMM Computer Communication Review
Multimedia streaming via TCP: an analytic performance study
Proceedings of the 12th annual ACM international conference on Multimedia
EESR '05 Proceedings of the 2005 workshop on End-to-end, sense-and-respond systems, applications and services
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Proceedings of the 15th international conference on Multimedia
Latency evaluation of networking mechanisms for game traffic
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
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
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A large number of network services rely on IP and reliable transport protocols. For applications that provide abundant data for transmission, loss is usually handled satisfactorily, even if the application is latency-sensitive (Wang et al. 2004). For data streams where small packets are sent intermittently, however, applications can occasionally experience extreme latencies (Griwodz and Halvorsen 2006). As it is not uncommon that such thin-stream applications are time-dependent, any unnecessarily induced delay can have severe consequences for the service provided. Massively Multiplayer Online Games (MMOGs) are a defining example of thin streams. Many MMOGs (like World of Warcraft and Age of Conan) use TCP for the benefits of reliability, in-order delivery and NAT/firewall traversal. It has been shown that TCP has several shortcomings with respect to the latency requirements of thin streams because of the way it handles retransmissions (Griwodz and Halvorsen 2006). As such, an alternative to TCP may be SCTP (Stewart et al. 2000), which was originally developed to meet the requirements of signaling transport. In this paper, we evaluate the Linux-kernel SCTP implementation in the context of thin streams. To address the identified latency challenges, we propose sender-side only enhancements that reduce the application-layer latency in a manner that is compatible with unmodified receivers. These enhancements can be switched on by applications and are used only when the system identifies the stream as thin. To evaluate the latency performance, we have performed several tests over various real networks and over an emulated network, varying parameters like RTT, packet loss and amount of competing cross traffic. When comparing our modifications with SCTP on Linux and FreeBSD and TCP New Reno, our results show great latency improvements and indicate the need for a separate handling of thin and thick streams.