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NIME 2012, Munich, 30th July 2012

The Effect of TCP Variants on the Coexistence
of MMORPG and Best-Effort Traffic
Jose Saldana1
Mirko Suznjevic2
Luis Sequeira1
Julián Fernández-Navajas1
Maja Matijasevic2
José Ruiz-Mas1
1 Communication Technologies

Group (GTC)
Aragon Inst. of Engineering Research (I3A)
University of Zaragoza
2 University

of Zagreb. Faculty of Electrical
Engineering and Computing
NIME 2012, Munich, 30th July 2012

Index
1.
2.
3.
4.
5.

Introduction
Related Works
Test Methodology
Results
Conclusions
NIME 2012, Munich, 30th July 2012

Index
1.
2.
3.
4.
5.

Introduction
Related Works
Test Methodology
Results
Conclusions
NIME 2012, Munich, 30th July 2012

Introduction
 Growing popularity of online games: number
of titles, and number of players growing,
especially in Asia
 MMORPG (Massive Multiplayer Online Role
Playing Games): genre with a set of shared
characteristics
NIME 2012, Munich, 30th July 2012

Introduction
 MMORPGs:
 Long-term avatars
 Missions, objects
 Soft real-time
 Fights, powers
 Levels
NIME 2012, Munich, 30th July 2012

Introduction

http://designcult.org/designcult/2010/08/mmo-subscription-charts.html
NIME 2012, Munich, 30th July 2012

Introduction

The most popular one: World of Warcraft (video)
NIME 2012, Munich, 30th July 2012

Introduction
 Other games (i.e. First Person Shooters) use
UDP, because they priorize interactivity
 But MMORPGs priorize secure transmission of
information: you can miss a shot in a FPS, but
you cannot miss a player buying a new sword
in an MMORPG
 Real-time requirements are looser
(although they exist)
 They use TCP instead of UDP
NIME 2012, Munich, 30th July 2012

Introduction
 But they are interactive:
 The speed of the player matters
 We have a real-time service using TCP
NIME 2012, Munich, 30th July 2012

Introduction
 Consequences of this fact (using TCP)
 Retransmission when a packet is lost
 Dependence on TCP variants, and on the
TCP stack present on player’s machine
 The game relies on the OS’s ability to deliver
packets
 More overhead (40 bytes instead of 28)
NIME 2012, Munich, 30th July 2012

Introduction
 TCP traffic of the game has to share:
 Access network
 Core network

with other TCP traffics (e-mail, FTP, etc)
 In this paper we will explore the effect of
TCP variants on this coexistence
NIME 2012, Munich, 30th July 2012

Index
1.
2.
3.
4.
5.

Introduction
Related Works
Test Methodology
Results
Conclusions
NIME 2012, Munich, 30th July 2012

Related Works
 Modelling traffic of MMORPGs
 Some statistical models have been
developed for MMORPGs
 Characterization of
 Packet size and Inter Packet Time
 APDU and Inter Arrival Time:
APDU of 1600 bytes

TCP stack of the computer

Packet 1: 1460 bytes of payload

Packet 2: 140 bytes of payload
NIME 2012, Munich, 30th July 2012

Related Works
 We will follow the second approach:
 Independent of underlying technology
 More adequate for modeling the behaviour of different
TCPs (if we have a concrete trace using a TCP variant, it
is not valid for the rest of variants)
APDU of 1600 bytes

TCP stack of the computer

Packet 1: 1460 bytes of payload

Packet 2: 140 bytes of payload
NIME 2012, Munich, 30th July 2012

Related Works
Characteristics of MMORPG traffic
 TCP
 Small packets, especially client-to-server
 A lot of ACKs
Traffic varies with player’s activities: Trading,
Questing, Dungeons, Player vs Player, etc.
NIME 2012, Munich, 30th July 2012

Related Works
TCP variants
 Some variants have been deployed in
order to solve certain problems (e.g. TCP
hybla for solving RTT unfairness, etc.)
 We will use three common TCP variants:
 TCP New Reno
 TCP SACK
 TCP Vegas
NIME 2012, Munich, 30th July 2012

Related Works
 Other studies have issued the problem of
real-time vs best effort traffic, but mainly
testing UDP vs TCP
 In this work, we are comparing
 TCP used for MMORPG
 TCP used for FTP
NIME 2012, Munich, 30th July 2012

Index
1.
2.
3.
4.
5.

Introduction
Related Works
Test Methodology
Results
Conclusions
NIME 2012, Munich, 30th July 2012

Test Methodology
 Network scenario: WoW session vs FTP
upload: the main problem is the uplink
WoW client

WoW server

WoW
512kbps
6Mbps

FTP

Tdejitter
NIME 2012, Munich, 30th July 2012

Test Methodology
 Bandwidth: corresponding to a xDSL
 Router buffer: 20 and 200 packets
 OWD: 80 ms (inter-region scenario)
WoW client

WoW server

WoW
512kbps
6Mbps

FTP

Tdejitter
NIME 2012, Munich, 30th July 2012

Test Methodology
 Traffic of the MMORPG
 Two flows: client-server and server-client
 We will use Questing activity, since it is the
most common one
 10 to 15 kbps
 Small packets (the game sets to 1 the “push”
bit in order to send them as soon as
possible)
NIME 2012, Munich, 30th July 2012

Test Methodology
 NS2 script that generates the scenario and the
traffic
 WoW: 2 flows of TCP SACK (commonly found
in player’s machines)
 FTP: NS2 implementations of TCP New Reno,
SACK and Vegas
 1000 seconds of simulation time
NIME 2012, Munich, 30th July 2012

Test Methodology
 Client-to-server packets
Inter Packet Time CDF - client to server

Packet Size CDF - client to server

1

1

0.8

0.8

0.6

0.6

0.4

0.4

0.2

0.2

0

0

0

200

400

600
ms

800

1000

1200

0

200

400

600

800
bytes

1000

1200

1400
NIME 2012, Munich, 30th July 2012

Test Methodology
 Client-to-server packets
Inter Packet Time CDF - client to server

Packet Size CDF - client to server

1

1

0.8

0.8

0.6

0.6

0.4

0.4

0.2

0.2

0

0

0

200

400

600
ms

800

1000

1200

0

200

400

600

800
bytes

1000

1200

1400
NIME 2012, Munich, 30th July 2012

Test Methodology
 Server-to-client packets
Inter Packet Time CDF - server to client

Packet Size CDF - server to client

1

1

0.8

0.8

0.6

0.6

0.4

0.4

0.2

0.2

0

0

0

200

400

600
ms

800

1000

1200

0

200

400

600

800
bytes

1000

1200

1400
NIME 2012, Munich, 30th July 2012

Index
1.
2.
3.
4.
5.

Introduction
Related Works
Test Methodology
Results
Conclusions
NIME 2012, Munich, 30th July 2012

Results
 Game

Buffer 200 packets

TCP window size

25

TCP window size

25

20

15

15

15

10

5

packets

20

packets

20

packets

TCP window size

25

10

5

0

5

0
0

100

200

300

400

500

600

700

800

900

0
0

1000

10

100

200

300

400

seconds

500

600

700

800

900

0

1000

100

200

300

400

seconds

500

600

700

800

900

1000

700

800

900

1000

seconds

 FTP
TCP window size

250

TCP window size

250

200

10

200

150

TCP window size

12

150

100

packets

packets

packets

8

100

6

4
50

50

0

2

0
0

100

200

300

400

500

600

seconds

SACK

700

800

900

1000

0
0

100

200

300

400

500

600

700

800

900

seconds

New Reno

1000

0

100

200

300

400

500

600

seconds

Vegas
NIME 2012, Munich, 30th July 2012

Results
 Game

Buffer 20 packets

TCP window size

25

TCP window size

25

20

15

15

15

10

5

packets

20

packets

20

packets

TCP window size

25

10

5

5

0

0

0
0

100

200

300

400

500

600

700

800

900

1000

10

0

100

200

300

400

seconds

500

600

700

800

900

0

1000

100

200

300

400

500

600

700

800

900

1000

700

800

900

1000

seconds

seconds

 FTP
TCP window size

80

TCP window size

12

80

70

10
70

60

60

40
30

8

packets

50

packets

packets

TCP window size

90

50
40
30

20

6

4

20

2

10

10

0

0
0

100

200

300

400

500

600

seconds

SACK

700

800

900

1000

0
0

100

200

300

400

500

600

700

800

900

seconds

New Reno

1000

0

100

200

300

400

500

600

seconds

Vegas
NIME 2012, Munich, 30th July 2012

Results
 The sending window of WoW behaves
differently from that of FTP
 The game is not trying to consume as much
available bandwidth as possible (as FTP does)
 It only has to send a continuous data flow of
small packets, at a rate of less than 10 kbps.
 Now we will discuss each buffer size
NIME 2012, Munich, 30th July 2012

Results
 Game

Buffer 200 packets

TCP window size

25

TCP window size

25

20

15

15

15

10

5

packets

20

packets

20

packets

TCP window size

25

10

5

0

5

0
0

100

200

300

400

500

600

700

800

900

0
0

1000

10

100

200

300

400

seconds

500

600

700

800

900

0

1000

100

200

300

400

seconds

500

600

700

800

900

1000

700

800

900

1000

seconds

 FTP
TCP window size

250

TCP window size

250

200

10

200

150

TCP window size

12

150

100

packets

packets

packets

8

100

6

4
50

50

0

2

0
0

100

200

300

400

500

600

seconds

SACK

700

800

900

1000

0
0

100

200

300

400

500

600

700

800

900

seconds

New Reno

1000

0

100

200

300

400

500

600

seconds

Vegas
NIME 2012, Munich, 30th July 2012

Results
 Added queuing delays
Average Queuing Delay
350

300 ms of queuing delay
300

buffer 200 packets
buffer 20 packets

250

ms

200
150

100
50
0
SACK

New Reno

Vegas
NIME 2012, Munich, 30th July 2012

Results
 Game

Buffer 200 packets

TCP window size

25

TCP window size

25

20

15

15

15

10

5

packets

20

packets

20

packets

TCP window size

25

10

5

0

5

0
0

100

200

300

400

500

600

700

800

900

0
0

1000

10

100

200

300

400

seconds

500

600

700

800

900

0

1000

100

200

300

400

seconds

500

600

700

800

900

1000

700

800

900

1000

seconds

 FTP
TCP window size

250

TCP window size

250

200

10

200

150

TCP window size

12

150

100

packets

packets

packets

8

100

6

4
50

50

0

2

0
0

100

200

300

400

500

600

seconds

SACK

700

800

900

1000

0
0

100

200

300

400

500

600

700

800

900

seconds

New Reno

1000

0

100

200

300

400

500

600

seconds

Vegas
NIME 2012, Munich, 30th July 2012

Results
 Added queuing delays
Average Queuing Delay
350
buffer 200 packets
300

buffer 20 packets

250

ms

200
150

Small queuing delay

100
50
0
SACK

New Reno

Vegas
NIME 2012, Munich, 30th July 2012

Results
 Game

Buffer 20 packets

TCP window size

25

TCP window size

25

20

15

15

15

10

5

packets

20

packets

20

packets

TCP window size

25

10

5

5

0

0

0
0

100

200

300

400

500

600

700

800

900

1000

10

0

100

200

300

400

seconds

500

600

700

800

900

0

1000

100

200

300

400

500

600

700

800

900

1000

700

800

900

1000

seconds

seconds

 FTP
TCP window size

80

TCP window size

12

80

70

10
70

60

60

40
30

8

packets

50

packets

packets

TCP window size

90

50
40
30

20

6

4

20

2

10

10

0

0
0

100

200

300

400

500

600

seconds

SACK

700

800

900

1000

0
0

100

200

300

400

500

600

700

800

900

seconds

New Reno

1000

0

100

200

300

400

500

600

seconds

Vegas
NIME 2012, Munich, 30th July 2012

Results
 Game

Buffer 20 packets

TCP window size

25

TCP window size

25

20

15

15

15

10

5

packets

20

packets

20

packets

TCP window size

25

10

5

5

0

0

0
0

100

200

300

400

500

600

700

800

900

1000

10

0

100

200

300

400

seconds

500

600

700

800

900

0

1000

100

200

300

400

500

600

700

800

900

1000

700

800

900

1000

seconds

seconds

 FTP
TCP window size

80

TCP window size

12

80

70

10
70

60

60

40
30

8

packets

50

packets

packets

TCP window size

90

50
40
30

20

6

4

20

2

10

10

0

0
0

100

200

300

400

500

600

seconds

SACK

700

800

900

1000

0
0

100

200

300

400

500

600

700

800

900

seconds

New Reno

1000

0

100

200

300

400

500

600

seconds

Vegas
NIME 2012, Munich, 30th July 2012

Results
 Game

Buffer 20 packets

TCP window size

25

TCP window size

25

20

15

15

15

10

5

packets

20

packets

20

packets

TCP window size

25

10

5

5

0

And this is bad for the game

0

0

0

100

200

300

400

500

600

700

800

900

1000

10

0

100

200

300

400

seconds

500

600

700

800

900

0

1000

100

200

300

400

500

600

700

800

900

1000

700

800

900

1000

seconds

seconds

 FTP
TCP window size

80

TCP window size

12

80

70

10
70

60

60

40
30

8

packets

50

packets

packets

TCP window size

90

50
40
30

20

6

4

20

2

10

10

0

0
0

100

200

300

400

500

600

seconds

SACK

700

800

900

1000

0
0

100

200

300

400

500

600

700

800

900

seconds

New Reno

1000

0

100

200

300

400

500

600

seconds

Vegas
NIME 2012, Munich, 30th July 2012

Results
 Game

Buffer 20 packets

TCP window size

25

TCP window size

25

20

15

15

15

10

5

packets

20

packets

20

packets

TCP window size

25

10

5

5

0

0

0
0

100

200

300

400

500

600

700

800

900

1000

10

0

100

200

300

400

seconds

500

600

700

800

900

0

1000

100

200

300

400

500

600

700

800

900

1000

700

800

900

1000

seconds

seconds

 FTP
TCP window size

80

TCP window size

12

80

70

10
70

60

60

40
30

8

packets

50

packets

packets

TCP window size

90

50
40
30

20

6

4

20

2

10

10

0

0
0

100

200

300

400

500

600

seconds

SACK

700

800

900

1000

0
0

100

200

300

400

500

600

700

800

900

seconds

New Reno

1000

0

100

200

300

400

500

600

seconds

Vegas
NIME 2012, Munich, 30th July 2012

Index
1.
2.
3.
4.
5.

Introduction
Related Works
Test Methodology
Results
Conclusions
NIME 2012, Munich, 30th July 2012

Conclusions
 TCP Vegas is able to maintain a constant rate
while competing with the game traffic, since it
prevents packet loss by avoiding the increase
of the sending window size.
 TCP SACK and TCP New Reno tend to keep on
increasing the window size, thus adding
undesired delays to the game traffic.
 Smaller buffers have been demonstrated to be
better for TCP-based MMORPGs, since larger
buffers cause higher delays
NIME 2012, Munich, 30th July 2012

Thank you very much

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The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic

  • 1. NIME 2012, Munich, 30th July 2012 The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic Jose Saldana1 Mirko Suznjevic2 Luis Sequeira1 Julián Fernández-Navajas1 Maja Matijasevic2 José Ruiz-Mas1 1 Communication Technologies Group (GTC) Aragon Inst. of Engineering Research (I3A) University of Zaragoza 2 University of Zagreb. Faculty of Electrical Engineering and Computing
  • 2. NIME 2012, Munich, 30th July 2012 Index 1. 2. 3. 4. 5. Introduction Related Works Test Methodology Results Conclusions
  • 3. NIME 2012, Munich, 30th July 2012 Index 1. 2. 3. 4. 5. Introduction Related Works Test Methodology Results Conclusions
  • 4. NIME 2012, Munich, 30th July 2012 Introduction  Growing popularity of online games: number of titles, and number of players growing, especially in Asia  MMORPG (Massive Multiplayer Online Role Playing Games): genre with a set of shared characteristics
  • 5. NIME 2012, Munich, 30th July 2012 Introduction  MMORPGs:  Long-term avatars  Missions, objects  Soft real-time  Fights, powers  Levels
  • 6. NIME 2012, Munich, 30th July 2012 Introduction http://designcult.org/designcult/2010/08/mmo-subscription-charts.html
  • 7. NIME 2012, Munich, 30th July 2012 Introduction The most popular one: World of Warcraft (video)
  • 8. NIME 2012, Munich, 30th July 2012 Introduction  Other games (i.e. First Person Shooters) use UDP, because they priorize interactivity  But MMORPGs priorize secure transmission of information: you can miss a shot in a FPS, but you cannot miss a player buying a new sword in an MMORPG  Real-time requirements are looser (although they exist)  They use TCP instead of UDP
  • 9. NIME 2012, Munich, 30th July 2012 Introduction  But they are interactive:  The speed of the player matters  We have a real-time service using TCP
  • 10. NIME 2012, Munich, 30th July 2012 Introduction  Consequences of this fact (using TCP)  Retransmission when a packet is lost  Dependence on TCP variants, and on the TCP stack present on player’s machine  The game relies on the OS’s ability to deliver packets  More overhead (40 bytes instead of 28)
  • 11. NIME 2012, Munich, 30th July 2012 Introduction  TCP traffic of the game has to share:  Access network  Core network with other TCP traffics (e-mail, FTP, etc)  In this paper we will explore the effect of TCP variants on this coexistence
  • 12. NIME 2012, Munich, 30th July 2012 Index 1. 2. 3. 4. 5. Introduction Related Works Test Methodology Results Conclusions
  • 13. NIME 2012, Munich, 30th July 2012 Related Works  Modelling traffic of MMORPGs  Some statistical models have been developed for MMORPGs  Characterization of  Packet size and Inter Packet Time  APDU and Inter Arrival Time: APDU of 1600 bytes TCP stack of the computer Packet 1: 1460 bytes of payload Packet 2: 140 bytes of payload
  • 14. NIME 2012, Munich, 30th July 2012 Related Works  We will follow the second approach:  Independent of underlying technology  More adequate for modeling the behaviour of different TCPs (if we have a concrete trace using a TCP variant, it is not valid for the rest of variants) APDU of 1600 bytes TCP stack of the computer Packet 1: 1460 bytes of payload Packet 2: 140 bytes of payload
  • 15. NIME 2012, Munich, 30th July 2012 Related Works Characteristics of MMORPG traffic  TCP  Small packets, especially client-to-server  A lot of ACKs Traffic varies with player’s activities: Trading, Questing, Dungeons, Player vs Player, etc.
  • 16. NIME 2012, Munich, 30th July 2012 Related Works TCP variants  Some variants have been deployed in order to solve certain problems (e.g. TCP hybla for solving RTT unfairness, etc.)  We will use three common TCP variants:  TCP New Reno  TCP SACK  TCP Vegas
  • 17. NIME 2012, Munich, 30th July 2012 Related Works  Other studies have issued the problem of real-time vs best effort traffic, but mainly testing UDP vs TCP  In this work, we are comparing  TCP used for MMORPG  TCP used for FTP
  • 18. NIME 2012, Munich, 30th July 2012 Index 1. 2. 3. 4. 5. Introduction Related Works Test Methodology Results Conclusions
  • 19. NIME 2012, Munich, 30th July 2012 Test Methodology  Network scenario: WoW session vs FTP upload: the main problem is the uplink WoW client WoW server WoW 512kbps 6Mbps FTP Tdejitter
  • 20. NIME 2012, Munich, 30th July 2012 Test Methodology  Bandwidth: corresponding to a xDSL  Router buffer: 20 and 200 packets  OWD: 80 ms (inter-region scenario) WoW client WoW server WoW 512kbps 6Mbps FTP Tdejitter
  • 21. NIME 2012, Munich, 30th July 2012 Test Methodology  Traffic of the MMORPG  Two flows: client-server and server-client  We will use Questing activity, since it is the most common one  10 to 15 kbps  Small packets (the game sets to 1 the “push” bit in order to send them as soon as possible)
  • 22. NIME 2012, Munich, 30th July 2012 Test Methodology  NS2 script that generates the scenario and the traffic  WoW: 2 flows of TCP SACK (commonly found in player’s machines)  FTP: NS2 implementations of TCP New Reno, SACK and Vegas  1000 seconds of simulation time
  • 23. NIME 2012, Munich, 30th July 2012 Test Methodology  Client-to-server packets Inter Packet Time CDF - client to server Packet Size CDF - client to server 1 1 0.8 0.8 0.6 0.6 0.4 0.4 0.2 0.2 0 0 0 200 400 600 ms 800 1000 1200 0 200 400 600 800 bytes 1000 1200 1400
  • 24. NIME 2012, Munich, 30th July 2012 Test Methodology  Client-to-server packets Inter Packet Time CDF - client to server Packet Size CDF - client to server 1 1 0.8 0.8 0.6 0.6 0.4 0.4 0.2 0.2 0 0 0 200 400 600 ms 800 1000 1200 0 200 400 600 800 bytes 1000 1200 1400
  • 25. NIME 2012, Munich, 30th July 2012 Test Methodology  Server-to-client packets Inter Packet Time CDF - server to client Packet Size CDF - server to client 1 1 0.8 0.8 0.6 0.6 0.4 0.4 0.2 0.2 0 0 0 200 400 600 ms 800 1000 1200 0 200 400 600 800 bytes 1000 1200 1400
  • 26. NIME 2012, Munich, 30th July 2012 Index 1. 2. 3. 4. 5. Introduction Related Works Test Methodology Results Conclusions
  • 27. NIME 2012, Munich, 30th July 2012 Results  Game Buffer 200 packets TCP window size 25 TCP window size 25 20 15 15 15 10 5 packets 20 packets 20 packets TCP window size 25 10 5 0 5 0 0 100 200 300 400 500 600 700 800 900 0 0 1000 10 100 200 300 400 seconds 500 600 700 800 900 0 1000 100 200 300 400 seconds 500 600 700 800 900 1000 700 800 900 1000 seconds  FTP TCP window size 250 TCP window size 250 200 10 200 150 TCP window size 12 150 100 packets packets packets 8 100 6 4 50 50 0 2 0 0 100 200 300 400 500 600 seconds SACK 700 800 900 1000 0 0 100 200 300 400 500 600 700 800 900 seconds New Reno 1000 0 100 200 300 400 500 600 seconds Vegas
  • 28. NIME 2012, Munich, 30th July 2012 Results  Game Buffer 20 packets TCP window size 25 TCP window size 25 20 15 15 15 10 5 packets 20 packets 20 packets TCP window size 25 10 5 5 0 0 0 0 100 200 300 400 500 600 700 800 900 1000 10 0 100 200 300 400 seconds 500 600 700 800 900 0 1000 100 200 300 400 500 600 700 800 900 1000 700 800 900 1000 seconds seconds  FTP TCP window size 80 TCP window size 12 80 70 10 70 60 60 40 30 8 packets 50 packets packets TCP window size 90 50 40 30 20 6 4 20 2 10 10 0 0 0 100 200 300 400 500 600 seconds SACK 700 800 900 1000 0 0 100 200 300 400 500 600 700 800 900 seconds New Reno 1000 0 100 200 300 400 500 600 seconds Vegas
  • 29. NIME 2012, Munich, 30th July 2012 Results  The sending window of WoW behaves differently from that of FTP  The game is not trying to consume as much available bandwidth as possible (as FTP does)  It only has to send a continuous data flow of small packets, at a rate of less than 10 kbps.  Now we will discuss each buffer size
  • 30. NIME 2012, Munich, 30th July 2012 Results  Game Buffer 200 packets TCP window size 25 TCP window size 25 20 15 15 15 10 5 packets 20 packets 20 packets TCP window size 25 10 5 0 5 0 0 100 200 300 400 500 600 700 800 900 0 0 1000 10 100 200 300 400 seconds 500 600 700 800 900 0 1000 100 200 300 400 seconds 500 600 700 800 900 1000 700 800 900 1000 seconds  FTP TCP window size 250 TCP window size 250 200 10 200 150 TCP window size 12 150 100 packets packets packets 8 100 6 4 50 50 0 2 0 0 100 200 300 400 500 600 seconds SACK 700 800 900 1000 0 0 100 200 300 400 500 600 700 800 900 seconds New Reno 1000 0 100 200 300 400 500 600 seconds Vegas
  • 31. NIME 2012, Munich, 30th July 2012 Results  Added queuing delays Average Queuing Delay 350 300 ms of queuing delay 300 buffer 200 packets buffer 20 packets 250 ms 200 150 100 50 0 SACK New Reno Vegas
  • 32. NIME 2012, Munich, 30th July 2012 Results  Game Buffer 200 packets TCP window size 25 TCP window size 25 20 15 15 15 10 5 packets 20 packets 20 packets TCP window size 25 10 5 0 5 0 0 100 200 300 400 500 600 700 800 900 0 0 1000 10 100 200 300 400 seconds 500 600 700 800 900 0 1000 100 200 300 400 seconds 500 600 700 800 900 1000 700 800 900 1000 seconds  FTP TCP window size 250 TCP window size 250 200 10 200 150 TCP window size 12 150 100 packets packets packets 8 100 6 4 50 50 0 2 0 0 100 200 300 400 500 600 seconds SACK 700 800 900 1000 0 0 100 200 300 400 500 600 700 800 900 seconds New Reno 1000 0 100 200 300 400 500 600 seconds Vegas
  • 33. NIME 2012, Munich, 30th July 2012 Results  Added queuing delays Average Queuing Delay 350 buffer 200 packets 300 buffer 20 packets 250 ms 200 150 Small queuing delay 100 50 0 SACK New Reno Vegas
  • 34. NIME 2012, Munich, 30th July 2012 Results  Game Buffer 20 packets TCP window size 25 TCP window size 25 20 15 15 15 10 5 packets 20 packets 20 packets TCP window size 25 10 5 5 0 0 0 0 100 200 300 400 500 600 700 800 900 1000 10 0 100 200 300 400 seconds 500 600 700 800 900 0 1000 100 200 300 400 500 600 700 800 900 1000 700 800 900 1000 seconds seconds  FTP TCP window size 80 TCP window size 12 80 70 10 70 60 60 40 30 8 packets 50 packets packets TCP window size 90 50 40 30 20 6 4 20 2 10 10 0 0 0 100 200 300 400 500 600 seconds SACK 700 800 900 1000 0 0 100 200 300 400 500 600 700 800 900 seconds New Reno 1000 0 100 200 300 400 500 600 seconds Vegas
  • 35. NIME 2012, Munich, 30th July 2012 Results  Game Buffer 20 packets TCP window size 25 TCP window size 25 20 15 15 15 10 5 packets 20 packets 20 packets TCP window size 25 10 5 5 0 0 0 0 100 200 300 400 500 600 700 800 900 1000 10 0 100 200 300 400 seconds 500 600 700 800 900 0 1000 100 200 300 400 500 600 700 800 900 1000 700 800 900 1000 seconds seconds  FTP TCP window size 80 TCP window size 12 80 70 10 70 60 60 40 30 8 packets 50 packets packets TCP window size 90 50 40 30 20 6 4 20 2 10 10 0 0 0 100 200 300 400 500 600 seconds SACK 700 800 900 1000 0 0 100 200 300 400 500 600 700 800 900 seconds New Reno 1000 0 100 200 300 400 500 600 seconds Vegas
  • 36. NIME 2012, Munich, 30th July 2012 Results  Game Buffer 20 packets TCP window size 25 TCP window size 25 20 15 15 15 10 5 packets 20 packets 20 packets TCP window size 25 10 5 5 0 And this is bad for the game 0 0 0 100 200 300 400 500 600 700 800 900 1000 10 0 100 200 300 400 seconds 500 600 700 800 900 0 1000 100 200 300 400 500 600 700 800 900 1000 700 800 900 1000 seconds seconds  FTP TCP window size 80 TCP window size 12 80 70 10 70 60 60 40 30 8 packets 50 packets packets TCP window size 90 50 40 30 20 6 4 20 2 10 10 0 0 0 100 200 300 400 500 600 seconds SACK 700 800 900 1000 0 0 100 200 300 400 500 600 700 800 900 seconds New Reno 1000 0 100 200 300 400 500 600 seconds Vegas
  • 37. NIME 2012, Munich, 30th July 2012 Results  Game Buffer 20 packets TCP window size 25 TCP window size 25 20 15 15 15 10 5 packets 20 packets 20 packets TCP window size 25 10 5 5 0 0 0 0 100 200 300 400 500 600 700 800 900 1000 10 0 100 200 300 400 seconds 500 600 700 800 900 0 1000 100 200 300 400 500 600 700 800 900 1000 700 800 900 1000 seconds seconds  FTP TCP window size 80 TCP window size 12 80 70 10 70 60 60 40 30 8 packets 50 packets packets TCP window size 90 50 40 30 20 6 4 20 2 10 10 0 0 0 100 200 300 400 500 600 seconds SACK 700 800 900 1000 0 0 100 200 300 400 500 600 700 800 900 seconds New Reno 1000 0 100 200 300 400 500 600 seconds Vegas
  • 38. NIME 2012, Munich, 30th July 2012 Index 1. 2. 3. 4. 5. Introduction Related Works Test Methodology Results Conclusions
  • 39. NIME 2012, Munich, 30th July 2012 Conclusions  TCP Vegas is able to maintain a constant rate while competing with the game traffic, since it prevents packet loss by avoiding the increase of the sending window size.  TCP SACK and TCP New Reno tend to keep on increasing the window size, thus adding undesired delays to the game traffic.  Smaller buffers have been demonstrated to be better for TCP-based MMORPGs, since larger buffers cause higher delays
  • 40. NIME 2012, Munich, 30th July 2012 Thank you very much