Dummynet: a simple approach to the evaluation of network protocols
ACM SIGCOMM Computer Communication Review
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
A synthetic traffic model for Quake3
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
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
Subjective-based quality assessment for online games
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
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It is usually hard to control the network conditions affecting public online game servers when studying the impact of latency, loss and jitter on user experience. This leads to a natural desire for running user-experience trials under controlled network conditions, and hence a requirement for accurate (or at least predictable) emulation of IP level latency, loss and jitter on a localized network testbed. In this short paper we reflect on some experiences with running user-experience trials, and specifically evaluate the utility and limitations of using FreeBSD's kernel-resident dummynet module to introduce controlled jitter. We expect these insights will stimulate further user-experience trials built around low-cost, unix-based networking tools.