Large Scale Distributed Virtual Environments on the Grid: Design, Implementation, and a Case Study
Computer Supported Cooperative Work in Design IV
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
Ensuring the performance and scalability of peer-to-peer distributed virtual environments
Future Generation Computer Systems
QuP: Graceful Degradation in State Propagation for DVEs
Proceedings of International Workshop on Massively Multiuser Virtual Environments
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In recent years, large scale distributed virtual environments have become a major trend in distributed applications, mainly due to the enormous popularity of multiplayer online games in the entertainment industry. Thus, scalability has become an essential issue for these highly interactive systems. In this paper, we propose a new synchronization technique for those distributed virtual environments that are based on networked-server architectures. Unlike other methods described in the literature, the proposed technique takes into account the updating messages exchanged by avatars, thus releasing the servers from updating the location of such avatars when synchronizing the state of the system. As a result, the communications required for synchronization are greatly reduced, and this method results more scalable. Also, these communications are distributed along the whole synchronization period, in order to reduce workload peaks. Performance evaluation results show that the proposed approach significantly reduces the percentage of CPU utilization in the servers when compared with other existing methods, therefore supporting a higher number of avatars. Additionally, the system response time is reduced accordingly.