Traffic Modelling for Fast Action Network Games
Multimedia Tools and Applications
Predicting the perceived quality of a first person shooter: the Quake IV G-model
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Hi-index | 0.00 |
Multi-player online gaming is one of the most popular applications on the Internet nowadays. Due to the mobility requirements and the growing popularity of WiFi services, a significant number of users access the Internet through IEEE 802.11 Wireless LAN. Hence, the performance of highly interactive real-time online game under wireless environment is receiving attentions from researchers. In this paper, we investigate the efficiency of IEEE 802.11n MAC layer mechanisms in improving QoS (quality of service) of real-time FPS (first-person-shooter) online games. By analyzing the results of conducted simulations under heavy background traffic, we show how network level performance and MOS (mean opinion score) are improved under different combinations of these mechanisms. Our analysis shows that TXOP (Transmission Opportunity) mechanism is the key to improve the networking fairness of real-time online games, and with reverse direction mechanism, MOS can be further enhanced.