The near-term feasibility of P2P MMOG's

  • Authors:
  • John L. Miller;Jon Crowcroft

  • Affiliations:
  • Microsoft Research, Cambridge, Cambridge, United Kingdom and University of Cambridge;University of Cambridge, Cambridge, United Kingdom

  • Venue:
  • Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
  • Year:
  • 2010

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Abstract

Broadly deployed distributed virtual environments (DVE's) are based upon client-server architectures. Significant research over the last decade proposes a variety of scalability and performance. We ran simulations using traces from World of Warcraft (WoW) and typical broadband speeds, and found that DVE's such as WoW could not employ P2P message propagation schemes. We found pure P2P pub-sub solutions would occasionally saturate residential broadband connections, and would result in average latency more than 10x greater than client-server solutions. To our surprise, we discovered message aggregation before transmission can not only reduce bandwidth requirements, but also reduce latency in both client-server and P2P message propagation schemes.