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The effects of network parameters in real time multiplayer gaming
 

The effects of network parameters in real time multiplayer gaming

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The effects of network parameters in real time multiplayer gaming.

The effects of network parameters in real time multiplayer gaming.

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    The effects of network parameters in real time multiplayer gaming The effects of network parameters in real time multiplayer gaming Presentation Transcript

    • The effects of network parameters inreal time multiplayer gaming Aldo Gordillo
    • Game state synchronization • The problem of maintaining the same game state information on each client. • The biggest concern in multiplayer games development. • The adopted solution will have a direct impact on the QoS. • Methods: • State synchronization • Input synchronization
    • Network Architectures forMultiplayer Games Source: Alex Spurling. “QoS Issues for Multiplayer Gaming” (2004)
    • Transport Protocols • TCP • Reliable • Consumes more bandwidth: overhead and acknowledgements. • The slow-start mechanism may negatively influence the gaming experience. • UDP • Unreliable • Less bandwidth and latency. • TCP in parallel with UDP
    • Network ParametersAffects the user’s perception of a real timemultiplayer online game. • Latency • Jitter • Bandwidth • Packet Loss
    • Latency • It’s the most critical network aspect related to multiplayer games performance. • Unstable: Varies temporally, geographically, from network to network and as a function of congestion on a given network. • Other latency causes: inadequate network performance, inadequate server or terminal processing power.
    • Latency avoidance mechanisms Dead Reckoning The client uses a prediction technique to estimate themissing information, when new information is received, ituses a convergence algorithm to smooth the transfer in order to avoid jerky movements. Advance time in lockstep It’s a server-based solution, where the information is periodically sent from all clients to the server, and thenthe server takes this information and performs a periodicbroadcast to each client, effectively distributing the global state of the game.
    • Network Parameters (II) • Jitter • Causes: queuing, traffic prioritization, path differences, etc. • Can be corrected at the expense of increased latency. • Bandwidth • Each multiplayer game needs a minimum bandwidth. • Once met this minimum, bandwidth has little influence on gaming experience. • Packet Loss • Can significantly degrade the gaming experience quality.
    • Multiplayer Game GenresReal time multiplayer games can divided into manygenres according to their latency requirements. • Turn Based Strategy (TBS) [ 1000 - 4000 ms ] • Real Time Strategy (RTS) [ < 450 ms ] • Massively Multiplayer [ < 300 ms ] Online Role-Playing Game (MMORPG) • First Person Shooter (FPS) [ < 50 ms ]Anyway, each particular game has its own networkrequirements.
    • Gaming Quality • Changes gradually with the network parameters: latency and packet loss rate. • The function which related gaming quality and network parameters varies depending on the game genre, the particular game and also the gamer. • Low latency is much more crucial that packet loss rate.
    • Source: Christian Westermark. “Mobile Multiplayer Gaming”.Gaming Quality (II) Master of Science Thesis. (2007) Perceived gaming experience of Warcraft 3 at different latencies 5: Game runs perfectly 2: Bad gaming experience 4: Acceptable quality 1: Impossible to play 3: Still playable __________ _____________
    • Source: Christian Westermark. “Mobile Multiplayer Gaming”.Gaming Quality (III) Master of Science Thesis. (2007) Perceived gaming experience of World of Warcraft at different latencies 5: Game runs perfectly 2: Bad gaming experience 4: Acceptable quality 1: Impossible to play 3: Still playable __________ _____________
    • Source: Christian Westermark. “Mobile Multiplayer Gaming”.Gaming Quality (IV) Master of Science Thesis. (2007) Performance of Warcraft 3 as a function of packet loss and latency
    • Source: Christian Westermark. “Mobile Multiplayer Gaming”.Gaming Quality (V) Master of Science Thesis. (2007) Performance of World of Warcraft as a function of packet loss and latency
    • Traffic Modeling • Throughput (Bandwidth) • Varies greatly depending on the game. • Fluctuates strongly. • Scalability: grows with the number of players. • Packet Interarrival time • Influenced by latency. • Depends on the game implementation. • Average Packet Size and distribution • Fixed set of packet sizes. • Heterogeneous palette of packets.
    • Conclusions• The biggest concern in multiplayer games development is game state synchronization.• Synchronization mechanisms, latency avoidance techniques, network architectures and transport protocols have a direct impact on the QoS.• Latency it’s the most critical network aspect.• Each game genre has different latency requirements.• Bandwidth has little influence and jitter can be corrected at the expense of increase latency.• Packet loss can significantly degrade the gaming quality, especially in addition with latency.• Network requirements and traffic characteristics varies greatly for each particular game.
    • Thank you for your attention! Any Questions? Aldo Gordillo agordillo@dit.upm.es
    • References • Christian Westermark. “Mobile Multiplayer Gaming”. Master of Science Thesis. (2007). • Alex Spurling. “QoS Issues for Multiplayer Gaming” (2004).  Other references: • Jouni Smed, Timo Kaukoranta, Harri Hakonen. “A Review on Networking and Multiplayer Computer Games”. (2002). • Justin Manweiler, Sharad Agarwal, Ming Zhang, Romit Roy Choudhury, Paramvir Bahl. “Switchboard: A Matchmaking System for Multiplayer Mobile Games” (2011). • Di Wu. “Measurement Based Multiplayer Gaming Performance Study over Mobile Networks”. Master Thesis. (2006). • Philipp Svoboda, Wolfgang Karner, Markus Rupp. “Traffic Analysis and Modeling for World of Warcraft” (2007).