On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Relative QoS optimization for multiparty online gaming in DiffServ networks
IEEE Communications Magazine
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Multiplayer gaming over the Internet continues to grow in popularity, despite a lack of Quality of Service (QoS) mechanisms. Future QoS-aware networks such as those based on the Differentiated Services (DiffServ) framework will provide an opportunity for gamers to enhance their game-playing experience. An important QoS metric for networked games is a user's delay relative to the delay of other users. In this paper, we propose a Relative Delay Minimization (RDM) algorithm for use in DiffServ environments. Simulation results are described and presented showing that the algorithm can reduce the Relative Delay Variation (RDV) between users in a DiffServ environment.