An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
A measurement study of virtual populations in massively multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A Saturation Avoidance Technique for Peer-to-Peer Distributed Virtual Environments
CW '07 Proceedings of the 2007 International Conference on Cyberworlds
A case for mutual notification: a survey of P2P protocols for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
MMORPG Player actions: Network performance, session patterns and latency requirements analysis
Multimedia Tools and Applications
Avatar movement in World of Warcraft battlegrounds
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
AntReckoning: dead reckoning using interest modeling by pheromones
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
RTSenv: an experimental environment for real-time strategy games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
RCAT: a RESTful Client-scalable ArchiTecture
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Network bandwidth evaluation of a hybrid peer-to-peer massively multiplayer framework
Proceedings of the International Conference on the Foundations of Digital Games
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
QuP: Graceful Degradation in State Propagation for DVEs
Proceedings of International Workshop on Massively Multiuser Virtual Environments
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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.