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CCNC 2014, The 11Th Annual IEEE Consumer Communications & Networking Conference
January 10-13 Las Vegas, Nevada USA

The Effect of Multiplexing Delay
on MMORPG TCP Traffic Flows
Jose Saldana
Index
1.
2.
3.
4.
5.

Introduction
Traffic optimization method
Simulations setup
Tests and results
Conclusions

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Index
1.
2.
3.
4.
5.

Introduction
Traffic optimization method
Simulations setup
Tests and results
Conclusions

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Introduction
 Small-packet services
 Real-time: High interactivity requirements
 VoIP
 Online games (some of them use TCP)

 Non real-time: M2M, signaling, etc.

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Introduction
 High header-to-payload ratio. Low efficiency
 VoIP

 FPS game
 MMORPG game

 M2M
The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Introduction
 TCM-TF (Tunneling Compressed Multiplexed
Traffic Flows) is a proposal for improving the
efficiency of these flows by:
 Header compression
 Multiplexing
 Tunneling

payload
payload

payload

RTP

TCP

UDP

UDP

IP

IP

IP

Real-time traffic

No compr. / ROHC / IPHC / ECRTP

PPPMux / Other

Multiplexing layer

GRE / L2TP / Other

Tunneling layer

IP

 30% to 55% saving
 Status: IETF draft

Compression layer

Network Protocol

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Introduction
 Tradeoff. Advantages:
 Bandwidth savings
 pps reduction (energy savings)
 At the cost of
 Added processing requirements
 Additional multiplexing delay

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Introduction
 VoIP: Multiplexing delay < IPT
Native VoIP
traffic
...

Inter-pkt time

Inter-pkt time

Inter-pkt time
...

...

...

...

...

Optimized
traffic
...

...

 Online games: We define a multiplexing period
Native game
traffic
...

Period

Period

Period
...

...

...

...

...

Optimized
traffic
...

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014

...
Introduction
 VoIP: Multiplexing delay < IPT
Native VoIP
traffic
...

Inter-pkt time

Inter-pkt time

Inter-pkt time
...

...

...

...

...

Optimized
traffic
...

...

 Online games: We define a multiplexing period
Native game
traffic
...

Period

Period

Period
...

...

...

...

...

Optimized
traffic
...

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014

...
Introduction
 Sawtooth-shaped delay

PE

Added
delay

PE

time

 For UDP traffic, it is just an additional jitter
 What is the effect of this on MMORPG TCP flows?
 We are modifying the RTT. Does this harm the
playability?
The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Introduction
 We will study the effect of “sawtooth” delay
on the traffic of an MMORPG, i.e. a TCPbased game
 Application-limited TCP (different from
network-limited TCP)
 Some TCP mechanisms are not useful

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Introduction
 We will use the most popular MMORPG:
World of Warcraft

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Index
1.
2.
3.
4.
5.

Introduction
Traffic optimization method
Simulations setup
Tests and results
Conclusions

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Traffic optimization method
 Scenarios where a number of flows share a path:





The aggregation network of an operator
Tunnels between different offices of a company
Internet Café
Wireless or satellite connections
Native

Native
TCM
TCM
ingress

TCM
egress

Common network
segment
The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Traffic optimization method
 TCM-TF optimization example
One IPv4/TCP packet 1500 bytes
η=1460/1500=97%

Five IPv4/UDP/RTP VoIP packets with two samples of 10 bytes
η=100/300=33%

One IPv4/UDP/RTP packet ofmultiplexing five two sample packets
One IPv4 TCMTF Packet VoIP with two samples of 10 bytes
η=100/161=62%
η=20/60=33%

saving

One IPv4/UDP server-to-client packet of Counter Strike with 9 players
η=160/188=85%
Four IPv4/UDP client-to-server packets of Counter Strike
η=61/89=68%
One IPv4/TCM packet multiplexing four client-to-server Counter Strike packets

saving

η=244/293=83%

TCP ACKs without payload
Seven IPv4/TCP client-to-server packets of World of Warcraft. E[P]=20bytes
η=80/360=22%
One IPv4/TCMTF packet multiplexing seven client-to-server WoW packets
η=80/175=45%

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014

saving
Traffic optimization method
 The effect of delay and jitter on subjective quality
MOS
5

4.5

Good quality

4

Medium
quality

MOS

3.5
3
delay=20ms

2.5

delay=40ms
2

Bad quality

delay=60ms
delay=80ms

1.5

delay=100ms
1
0

10

20

30

40

50
60
period (ms)

70

80

90

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014

100
Index
1.
2.
3.
4.
5.

Introduction
Traffic optimization method
Simulations setup
Tests and results
Conclusions

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Simulations setup
 Other simulation details
 ns2 FullTCP is used for WoW flows
 Push bit is set to 1, in order to send
packets as soon as generated
 By default, we use Questing traffic
 We can compare:
 Sawtooth-shaped delay with PE
 Fixed delay PE/2
The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Tests and results
 Generation of WoW traffic in ns2
 A traffic model including five different activities:
Trading, Questing, Dungeons, Raiding, Player vs Player
 The model generates APDUs and IPTs
 Only client-to-server traffic is multiplexed
Game
clients

BG

A
B

P

Mux →

O
N

A’
M

C

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014

B’
C’

Game
servers

BG
Index
1.
2.
3.
4.
5.

Introduction
Traffic optimization method
Simulations setup
Tests and results
Conclusions

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Tests and results
 How does multiplexing delay impair the game traffic?
 Is fairness between multiplexed and non-multiplexed
flows granted?
 Figures of merit:
 Throughput is not interesting here
 RTT parameters estimated by TCP: smoothed RTT
and RTT variation
 Retransmission Overhead (RO):
bytes sent by TCP retransmissions
bytes generated by the application
The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Tests and results
A. MMORPG vs FTP Traffic
 50 game flows multiplexed with PE
 50 game flows with an additional delay PE/2
 One FTP in the uplink (TCP SACK)

50 flows

A

50 flows

B

P

One FTP
uplink

A’

O

C

N

M

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014

B’
C’
Tests and results
Smoothed RTT
120
100

RTT variation
12

mux PE
fixed delay PE/2

10
8
RTT var [ms]

80
SRTT [ms]

mux PE
fixed delay PE/2

60
40
20

6
4
2
0

0

20
30
40
Multiplexing Period PE [ms]

10

50

 No effect on Smoothed RTT
 Low effect on RTT variation
 Significant effect on
Retransmission Overhead
 If PE grows, the effect gets
noticiable

20
30
40
Multiplexing Period PE [ms]

50

Retransmission Overhead
16%

14%

mux PE
fixed delay PE/2

12%
10%

Overhead

10

8%

6%
4%
2%
0%
10

20
30
40
Multiplexing Period PE [ms]

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014

50
Tests and results
B. MMORPG vs UDP Traffic
 50 game flows multiplexed with PE = 30ms
 50 game flows with an additional delay PE/2
 UDP traffic in the uplink
 MMORPG ~300kpbs. Congestion from 700kbps of UDP
50 flows

A

50 flows

B

P

UDP
uplink

A’

O

C

N

M

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014

B’
C’
Tests and results
Smoothed RTT

RTT variation

140

8
mux PE=30ms

120

7

fixed delay PE/2=15ms

6

100

5

80

RTT var [ms]

SRTT [ms]

mux PE=30ms
fixed delay PE/2=15ms

60
40

20

4
3
2

1
0

0
650
700
750
Background UDP traffic [kbps]

600

800

 No effect on Smoothed RTT
 The difference is significant in
RTT variation and
Retransmission Overhead
 Unfairness between players
when severe congestion appears

650
700
750
Background UDP traffic [kbps]

800

Retransmission Overhead
40%
35%

mux PE=30ms
fixed delay=15ms

30%
25%

Overhead

600

20%

15%
10%
5%
0%
600

650
700
750
Background UDP traffic [kbps]

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014

800
Tests and results
C. Effect of Mux depending on MMORPG activities
 MMORPG with different activities:
 50 game flows multiplexed with PE = 30ms
 50 game flows with an additional delay PE/2

 FTP in the uplink
50 flows

A

50 flows

B

P

One FTP
uplink

A’

O

C

N

M

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014

B’
C’
Tests and results
 The effect of multiplexing is more noticieable for the activities
with a higher interactivity, i.e. player vs player and raiding
 These activities generate a higher amount of pps, because a
number of players are involved in the fight
 More “peaceful” activities are better candidates to be muxed
Retransmission Overhead
30%
mux PE=30ms

25%

fixed delay PE/2=15ms

Overhead

20%
15%
10%
5%
0%
trading

questing

dungeons
Activity

raiding

player vs pl

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Index
1.
2.
3.
4.
5.

Introduction
Traffic optimization method
Simulations setup
Tests and results
Conclusions

The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Conclusions
 Traffic optimization requires a multiplexing delay,
characterized as a delay and a jitter.
 Maximum values of the multiplexing period, so as
not to impair subjective quality.
 Recommended limits for the multiplexing period
have been found
 Multiplexing stresses the unfairness between flows if
network congestion is severe
 The effect of TCP background flows is less significant
 Multiplexing delay is more noticeable for the most
interactive activities
The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
Thank you very much!

Jose Saldana

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The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows

  • 1.
  • 2. CCNC 2014, The 11Th Annual IEEE Consumer Communications & Networking Conference January 10-13 Las Vegas, Nevada USA The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows Jose Saldana
  • 3. Index 1. 2. 3. 4. 5. Introduction Traffic optimization method Simulations setup Tests and results Conclusions The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 4. Index 1. 2. 3. 4. 5. Introduction Traffic optimization method Simulations setup Tests and results Conclusions The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 5. Introduction  Small-packet services  Real-time: High interactivity requirements  VoIP  Online games (some of them use TCP)  Non real-time: M2M, signaling, etc. The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 6. Introduction  High header-to-payload ratio. Low efficiency  VoIP  FPS game  MMORPG game  M2M The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 7. Introduction  TCM-TF (Tunneling Compressed Multiplexed Traffic Flows) is a proposal for improving the efficiency of these flows by:  Header compression  Multiplexing  Tunneling payload payload payload RTP TCP UDP UDP IP IP IP Real-time traffic No compr. / ROHC / IPHC / ECRTP PPPMux / Other Multiplexing layer GRE / L2TP / Other Tunneling layer IP  30% to 55% saving  Status: IETF draft Compression layer Network Protocol The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 8. Introduction  Tradeoff. Advantages:  Bandwidth savings  pps reduction (energy savings)  At the cost of  Added processing requirements  Additional multiplexing delay The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 9. Introduction  VoIP: Multiplexing delay < IPT Native VoIP traffic ... Inter-pkt time Inter-pkt time Inter-pkt time ... ... ... ... ... Optimized traffic ... ...  Online games: We define a multiplexing period Native game traffic ... Period Period Period ... ... ... ... ... Optimized traffic ... The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014 ...
  • 10. Introduction  VoIP: Multiplexing delay < IPT Native VoIP traffic ... Inter-pkt time Inter-pkt time Inter-pkt time ... ... ... ... ... Optimized traffic ... ...  Online games: We define a multiplexing period Native game traffic ... Period Period Period ... ... ... ... ... Optimized traffic ... The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014 ...
  • 11. Introduction  Sawtooth-shaped delay PE Added delay PE time  For UDP traffic, it is just an additional jitter  What is the effect of this on MMORPG TCP flows?  We are modifying the RTT. Does this harm the playability? The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 12. Introduction  We will study the effect of “sawtooth” delay on the traffic of an MMORPG, i.e. a TCPbased game  Application-limited TCP (different from network-limited TCP)  Some TCP mechanisms are not useful The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 13. Introduction  We will use the most popular MMORPG: World of Warcraft The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 14. Index 1. 2. 3. 4. 5. Introduction Traffic optimization method Simulations setup Tests and results Conclusions The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 15. Traffic optimization method  Scenarios where a number of flows share a path:     The aggregation network of an operator Tunnels between different offices of a company Internet Café Wireless or satellite connections Native Native TCM TCM ingress TCM egress Common network segment The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 16. Traffic optimization method  TCM-TF optimization example One IPv4/TCP packet 1500 bytes η=1460/1500=97% Five IPv4/UDP/RTP VoIP packets with two samples of 10 bytes η=100/300=33% One IPv4/UDP/RTP packet ofmultiplexing five two sample packets One IPv4 TCMTF Packet VoIP with two samples of 10 bytes η=100/161=62% η=20/60=33% saving One IPv4/UDP server-to-client packet of Counter Strike with 9 players η=160/188=85% Four IPv4/UDP client-to-server packets of Counter Strike η=61/89=68% One IPv4/TCM packet multiplexing four client-to-server Counter Strike packets saving η=244/293=83% TCP ACKs without payload Seven IPv4/TCP client-to-server packets of World of Warcraft. E[P]=20bytes η=80/360=22% One IPv4/TCMTF packet multiplexing seven client-to-server WoW packets η=80/175=45% The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014 saving
  • 17. Traffic optimization method  The effect of delay and jitter on subjective quality MOS 5 4.5 Good quality 4 Medium quality MOS 3.5 3 delay=20ms 2.5 delay=40ms 2 Bad quality delay=60ms delay=80ms 1.5 delay=100ms 1 0 10 20 30 40 50 60 period (ms) 70 80 90 The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014 100
  • 18. Index 1. 2. 3. 4. 5. Introduction Traffic optimization method Simulations setup Tests and results Conclusions The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 19. Simulations setup  Other simulation details  ns2 FullTCP is used for WoW flows  Push bit is set to 1, in order to send packets as soon as generated  By default, we use Questing traffic  We can compare:  Sawtooth-shaped delay with PE  Fixed delay PE/2 The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 20. Tests and results  Generation of WoW traffic in ns2  A traffic model including five different activities: Trading, Questing, Dungeons, Raiding, Player vs Player  The model generates APDUs and IPTs  Only client-to-server traffic is multiplexed Game clients BG A B P Mux → O N A’ M C The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014 B’ C’ Game servers BG
  • 21. Index 1. 2. 3. 4. 5. Introduction Traffic optimization method Simulations setup Tests and results Conclusions The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 22. Tests and results  How does multiplexing delay impair the game traffic?  Is fairness between multiplexed and non-multiplexed flows granted?  Figures of merit:  Throughput is not interesting here  RTT parameters estimated by TCP: smoothed RTT and RTT variation  Retransmission Overhead (RO): bytes sent by TCP retransmissions bytes generated by the application The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 23. Tests and results A. MMORPG vs FTP Traffic  50 game flows multiplexed with PE  50 game flows with an additional delay PE/2  One FTP in the uplink (TCP SACK) 50 flows A 50 flows B P One FTP uplink A’ O C N M The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014 B’ C’
  • 24. Tests and results Smoothed RTT 120 100 RTT variation 12 mux PE fixed delay PE/2 10 8 RTT var [ms] 80 SRTT [ms] mux PE fixed delay PE/2 60 40 20 6 4 2 0 0 20 30 40 Multiplexing Period PE [ms] 10 50  No effect on Smoothed RTT  Low effect on RTT variation  Significant effect on Retransmission Overhead  If PE grows, the effect gets noticiable 20 30 40 Multiplexing Period PE [ms] 50 Retransmission Overhead 16% 14% mux PE fixed delay PE/2 12% 10% Overhead 10 8% 6% 4% 2% 0% 10 20 30 40 Multiplexing Period PE [ms] The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014 50
  • 25. Tests and results B. MMORPG vs UDP Traffic  50 game flows multiplexed with PE = 30ms  50 game flows with an additional delay PE/2  UDP traffic in the uplink  MMORPG ~300kpbs. Congestion from 700kbps of UDP 50 flows A 50 flows B P UDP uplink A’ O C N M The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014 B’ C’
  • 26. Tests and results Smoothed RTT RTT variation 140 8 mux PE=30ms 120 7 fixed delay PE/2=15ms 6 100 5 80 RTT var [ms] SRTT [ms] mux PE=30ms fixed delay PE/2=15ms 60 40 20 4 3 2 1 0 0 650 700 750 Background UDP traffic [kbps] 600 800  No effect on Smoothed RTT  The difference is significant in RTT variation and Retransmission Overhead  Unfairness between players when severe congestion appears 650 700 750 Background UDP traffic [kbps] 800 Retransmission Overhead 40% 35% mux PE=30ms fixed delay=15ms 30% 25% Overhead 600 20% 15% 10% 5% 0% 600 650 700 750 Background UDP traffic [kbps] The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014 800
  • 27. Tests and results C. Effect of Mux depending on MMORPG activities  MMORPG with different activities:  50 game flows multiplexed with PE = 30ms  50 game flows with an additional delay PE/2  FTP in the uplink 50 flows A 50 flows B P One FTP uplink A’ O C N M The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014 B’ C’
  • 28. Tests and results  The effect of multiplexing is more noticieable for the activities with a higher interactivity, i.e. player vs player and raiding  These activities generate a higher amount of pps, because a number of players are involved in the fight  More “peaceful” activities are better candidates to be muxed Retransmission Overhead 30% mux PE=30ms 25% fixed delay PE/2=15ms Overhead 20% 15% 10% 5% 0% trading questing dungeons Activity raiding player vs pl The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 29. Index 1. 2. 3. 4. 5. Introduction Traffic optimization method Simulations setup Tests and results Conclusions The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 30. Conclusions  Traffic optimization requires a multiplexing delay, characterized as a delay and a jitter.  Maximum values of the multiplexing period, so as not to impair subjective quality.  Recommended limits for the multiplexing period have been found  Multiplexing stresses the unfairness between flows if network congestion is severe  The effect of TCP background flows is less significant  Multiplexing delay is more noticeable for the most interactive activities The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows. CCNC 2014
  • 31. Thank you very much! Jose Saldana