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SPECTS 2012, Genoa, 10th July 2012

Traffic Optimization for TCP-based Massive
Multiplayer Online Games
Jose Saldana
Luis Sequeira
Julián Fernández-Navajas
José Ruiz-Mas
Communication Technologies Group (GTC)
Aragon Inst. of Engineering Research (I3A)
University of Zaragoza
SPECTS 2012, Genoa, 10th July 2012

Index
1.
2.
3.
4.
5.

Introduction
Related Works
Analysis of TCM for MMORPG games
Tests and Results
Conclusions
SPECTS 2012, Genoa, 10th July 2012

Index
1.
2.
3.
4.
5.

Introduction
Related Works
Analysis of TCM for MMORPG games
Tests and Results
Conclusions
SPECTS 2012, Genoa, 10th July 2012

Introduction
 Online games are getting more and more
popular
 MMORPG (Massive Multiplayer Online Role
Playing Games) are a specific genre with a set
of shared characteristics
 Number of titles, and number of players
growing, especially in Asia
SPECTS 2012, Genoa, 10th July 2012

Introduction

http://designcult.org/designcult/2010/08/mmo-subscription-charts.html
SPECTS 2012, Genoa, 10th July 2012

Introduction
 Common characteristics:
 Long-term avatar who can reach higher
levels
 Missions
 Objects
 Interaction between real-players
 High number of players share a scenario
 The most popular one: World of Warcraft
SPECTS 2012, Genoa, 10th July 2012

Introduction

WoW video
SPECTS 2012, Genoa, 10th July 2012

Introduction
 Differences with First Person Shooters:
 Session duration is longer
 Number of player is bigger
 Real-time requirements are looser
 They use TCP instead of UDP
SPECTS 2012, Genoa, 10th July 2012

Introduction
 Consequences of using TCP:
 Retransmission when a packet is lost
 Dependence on the TCP variant
 More overhead (40 bytes instead of 28)
 But they are interactive:
 The speed of the player matters
 We have a real-time service using TCP!!!
SPECTS 2012, Genoa, 10th July 2012

Introduction
 Problem of supporting the game
 It is difficult to predict the success of a game
 Players are especially difficult clients: they
usually have very high expectations
 High amounts of bandwidth and processing
capacity
SPECTS 2012, Genoa, 10th July 2012

Introduction
SPECTS 2012, Genoa, 10th July 2012

Introduction
 Supporting infrastructures are critical.
They MUST work 24/7.
 Over-provisioning?
SPECTS 2012, Genoa, 10th July 2012

Introduction
 Techniques for saving bandwidth can be
interesting
 A reduction in the number of packets per
second can also be good
SPECTS 2012, Genoa, 10th July 2012

Introduction
 We have long-term flows of small packets
which have the same:
 Source and destination IP
 Source and destination port
 Many other header fields that do not change

 We can use header compression
SPECTS 2012, Genoa, 10th July 2012

Introduction
 We also have scenarios in which a number of
flows share the same path
TCM
Proxy

Central
Game
Server

TCM

TCM

TCM
.
.
.

Proxy

Players

Multiplexer

Access
router

Players

Proxy
Players

 We can multiplex these flows

Game Server
SPECTS 2012, Genoa, 10th July 2012

Introduction
 We can adapt aTunneling-CompressingMultiplexing technique, deployed for RTP
flows, and use it for TCP
.
.
.

Context

.
.
.

Context

IP Network

.
.
.

MUX+COMP

Real-Time

DEMUX+DECOMP

Tunneling-Compressing-Multiplexing

Real-Time

.
.
.
SPECTS 2012, Genoa, 10th July 2012

Index
1.
2.
3.
4.
5.

Introduction
Related Works
Analysis of TCM for MMORPG games
Tests and Results
Conclusions
SPECTS 2012, Genoa, 10th July 2012

Related Works
 Header compression methods
 They use the repeatibility of header fields in
order to avoid sending them
 Need of a context, shared between origin
and destination
 Importance of context synchronization
 Need of tunneling

 Different standards: ECRTP, IPHC,
ROHC
SPECTS 2012, Genoa, 10th July 2012

Related Works
 TCRTP: Current Tunneling-CompressingMultiplexing standard (RFC4170)

 Designed for VoIP
payload

payload
ECRTP

...

ECRTP

RTP
UDP
IP

PPP Mux
PPP
L2TP
IP
SPECTS 2012, Genoa, 10th July 2012

Related Works
Mean Opinion Score (MOS)





Adapted from VoIP to games
Ranges from 1 (bad quality) to 5 (excellent)
Need of subjective tests
Depends on network impairments: delay, loss,
jitter
SPECTS 2012, Genoa, 10th July 2012

Index
1.
2.
3.
4.
5.

Introduction
Related Works
Analysis of TCM for MMORPG games
Tests and Results
Conclusions
SPECTS 2012, Genoa, 10th July 2012

TCM for MMORPG traffic
 We adapt the protocol stack from TCRTP

payload

payload
ECRTP

...

ECRTP

RTP
UDP

Payload

Payload
Reduced Header

...

IP

IP
PPP Mux

PPP Mux

PPP

PPP

L2TP

L2TP

IP

IP

TCRTP

TCP
Reduced Header

TCM
SPECTS 2012, Genoa, 10th July 2012

TCM for MMORPG traffic
 We adapt the protocol stack from TCRTP

payload

payload
ECRTP

...

ECRTP

RTP
UDP

Payload

Payload
Reduced Header

...

IP

IP
PPP Mux

PPP Mux

PPP

PPP

L2TP

L2TP

IP

IP

TCRTP

TCP
Reduced Header

TCM
SPECTS 2012, Genoa, 10th July 2012

TCM for MMORPG traffic
 We establish a tunnel to the game server,
while multiplexing packets
Tretention
Tprocess Tqueue

.
.
.

MUX

Tnetwork

IP network

Tprocess

DEMUX

Game Server

Players
IP

TCM

IP
SPECTS 2012, Genoa, 10th July 2012

TCM for MMORPG traffic
 We establish a policy for selecting the packets,
using a period
Native
traffic
...

PE

PE

PE

T<PE

PE
...

Multiplexed
traffic . . .

...

TCP ACKs without payload
Seven IPv4/TCP client-to-server packets of World of Warcraft. E[P]=20bytes
η=20/60=33%
One IPv4/TCM packet multiplexing seven client-to-server W. of Warcraft packets
η=120/187=64%

saving
SPECTS 2012, Genoa, 10th July 2012

TCM for MMORPG traffic
 Analysis of the header compression algorithm
 Random fields: copied
 Constant fields: removed
 Delta fields: size reduced
 Need for using a tunnel
SPECTS 2012, Genoa, 10th July 2012

TCM for MMORPG traffic
 Analysis of the header compression algorithm
Flow identifier
Byte 0
1

CID
R

O

I

P

S

A

W

U

Flags saying which fields are present

2
TCP checksum
3

Random fields

4

Random fields, if any

.

R-octet

if R=1

.

urgent pointer (U)

if U=1

.

Δ window (W)

if W=1

Δ ack (A)

if A=1

Δ sequence (S)

if S=1

Δ IP ID (I)

if I=1

Options

if O=1

Delta fields
SPECTS 2012, Genoa, 10th July 2012

Index
1.
2.
3.
4.
5.

Introduction
Related Works
Analysis of TCM for MMORPG games
Tests and Results
Conclusions
SPECTS 2012, Genoa, 10th July 2012

Tests and Results
 From real traces, the expected value of the
compressed header has been obtained
Server-to-client histogram

40
35
30
25
20
15
10
5
0

Frequency (%)

Frequency (%)

Client-to-server histogram

4

5

6

7

8
9
10 11
Header size (bytes)

12

13

14

40
35
30
25
20
15
10
5
0
4

5

6

7

8
9
10 11
Header size (bytes)

12

13

14

 Pass from 40 bytes to 8.72 (c-s) or 7.37 (s-c)
SPECTS 2012, Genoa, 10th July 2012

Tests and Results
 This allows us to obtain the maximum
bandwidth saving for different games
client to server
game

E[P]

WoW

pps

max. saving

8.74

9.51

60.07 %

ShenZhou

25

8

45.1 %

RoM

33

4.17

40.1 %

server to client
game

E[P]

pps

max. saving

WoW

314

6.05

8.65 %

ShenZhou

114

8

19.88 %

99

5.17

22 %

RoM
SPECTS 2012, Genoa, 10th July 2012

Tests and Results
 Multiplexing tests
 Statistical model from the literature: APDU,
IAT. ACKs are also added
Synthetic
traces

Compressed
traces

Player 1

Player 1

Player 2

Player 2

Theoretical
model

Player 1 to N

period
...
Player N

Generation

Multiplexed,
compressed and
tunneled

Compression

...
Player N

Multiplexing and
tunneling
SPECTS 2012, Genoa, 10th July 2012

Tests and Results
 Obtained inter-packet time
Inter-packet time histogram 100 players, PE=60ms
number of packets

100

80
60
40
20

0
10

20

30

40

50

60

time (ms)

 Obtained packet size

Packet size histogram 100 players, PE=60ms
number of packets

1000
800
600
400
200
0
0

200

400

600
800
size (bytes)

1000

1200

1400
SPECTS 2012, Genoa, 10th July 2012

Tests and Results
 Obtained inter-packet time
Inter-packet time histogram 100 players, PE=60ms
number of packets

100

80
60
40
20

0
10

20

30

40

50

60

time (ms)

 Obtained packet size

Size limit

Packet size histogram 100 players, PE=60ms
number of packets

1000
800
600
400
200
0
0

200

400

600
800
size (bytes)

1000

1200

1400
SPECTS 2012, Genoa, 10th July 2012

Tests and Results
 Bandwidth savings: client to server
Bandwidth Saving
70%

60%

50%

BS

40%

30%
100 players
20%
50 players
20 players

10%

10 players
0%

10

20

30

40

50

60

period (ms)

70

80

90

100
SPECTS 2012, Genoa, 10th July 2012

Tests and Results
 Bandwidth savings: client to server

Asymptote 60%

Bandwidth Saving
70%

60%

50%

BS

40%

30%
100 players
20%
50 players
20 players

10%

10 players
0%

10

20

30

40

50

60

period (ms)

70

80

90

100
SPECTS 2012, Genoa, 10th July 2012

Tests and Results
 Bandwidth savings: client to server
Bandwidth Saving
70%

60%

50%

BS

40%

100 players:
small period for
high savings

30%

20%

100 players
50 players
20 players

10%

10 players
0%

10

20

30

40

50

60

period (ms)

70

80

90

100
SPECTS 2012, Genoa, 10th July 2012

Tests and Results
 Bandwidth savings: client to server
Bandwidth Saving
70%

60%

50%

10 players: 50%
saving with
PE=50ms

BS

40%

30%

100 players
20%
50 players
20 players

10%

10 players
0%

10

20

30

40

50

60

period (ms)

70

80

90

100
SPECTS 2012, Genoa, 10th July 2012

Tests and Results
 Packets per second savings: client to server
Packets per second
100 players

1000

50 players
900

20 players
10 players

800
700
600
500
400
300
200
100
0
native

10

20

30

40

50
period (ms)

60

70

80

90

100
SPECTS 2012, Genoa, 10th July 2012

Tests and Results
 Packets per second savings: client to server
Packets per second
100 players

1000

50 players
900

20 players
10 players

800
700
600

Tends to be 1/PE

500
400
300
200
100
0
native

10

20

30

40

50
period (ms)

60

70

80

90

100
SPECTS 2012, Genoa, 10th July 2012

Tests and Results
 Packets per second savings: client to server
Packets per second
100 players

1000

50 players
900

20 players
10 players

800
700
600

100 players: from
900 to 50 pps

500
400
300
200
100
0
native

10

20

30

40

50
period (ms)

60

70

80

90

100
SPECTS 2012, Genoa, 10th July 2012

Tests and Results
 What happens with MOS and added delays?
MOS

delay=20ms
delay=40ms

5

delay=100ms
4.5
4

MOS

3.5
3
2.5
2
1.5
1

0

10

20

30

40

50
60
period (ms)

70

80

90

100
SPECTS 2012, Genoa, 10th July 2012

Tests and Results
 What happens with MOS and added delays?
MOS

delay=20ms
delay=40ms

5

delay=100ms
4.5
4

MOS

3.5
3
2.5
2

With big RTT, big PE
should be avoided

1.5
1

0

10

20

30

40

50
60
period (ms)

70

80

90

100
SPECTS 2012, Genoa, 10th July 2012

Index
1.
2.
3.
4.
5.

Introduction
Related Works
Analysis of TCM for MMORPG games
Tests and Results
Conclusions
SPECTS 2012, Genoa, 10th July 2012

Conclusions
 We have presented the adaptation of a
Tunneling-Compressing-Multiplexing
method for its use with TCP-IP flows of
MMORPG
 Asymptote for maximum bandwidth saving
 Study of the performance of the header
compression method
 Significant savings: 60% for client-to-server
SPECTS 2012, Genoa, 10th July 2012

Thank you very much

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Traffic Optimization for TCP-based Massive Multiplayer Online Games

  • 1. SPECTS 2012, Genoa, 10th July 2012 Traffic Optimization for TCP-based Massive Multiplayer Online Games Jose Saldana Luis Sequeira Julián Fernández-Navajas José Ruiz-Mas Communication Technologies Group (GTC) Aragon Inst. of Engineering Research (I3A) University of Zaragoza
  • 2. SPECTS 2012, Genoa, 10th July 2012 Index 1. 2. 3. 4. 5. Introduction Related Works Analysis of TCM for MMORPG games Tests and Results Conclusions
  • 3. SPECTS 2012, Genoa, 10th July 2012 Index 1. 2. 3. 4. 5. Introduction Related Works Analysis of TCM for MMORPG games Tests and Results Conclusions
  • 4. SPECTS 2012, Genoa, 10th July 2012 Introduction  Online games are getting more and more popular  MMORPG (Massive Multiplayer Online Role Playing Games) are a specific genre with a set of shared characteristics  Number of titles, and number of players growing, especially in Asia
  • 5. SPECTS 2012, Genoa, 10th July 2012 Introduction http://designcult.org/designcult/2010/08/mmo-subscription-charts.html
  • 6. SPECTS 2012, Genoa, 10th July 2012 Introduction  Common characteristics:  Long-term avatar who can reach higher levels  Missions  Objects  Interaction between real-players  High number of players share a scenario  The most popular one: World of Warcraft
  • 7. SPECTS 2012, Genoa, 10th July 2012 Introduction WoW video
  • 8. SPECTS 2012, Genoa, 10th July 2012 Introduction  Differences with First Person Shooters:  Session duration is longer  Number of player is bigger  Real-time requirements are looser  They use TCP instead of UDP
  • 9. SPECTS 2012, Genoa, 10th July 2012 Introduction  Consequences of using TCP:  Retransmission when a packet is lost  Dependence on the TCP variant  More overhead (40 bytes instead of 28)  But they are interactive:  The speed of the player matters  We have a real-time service using TCP!!!
  • 10. SPECTS 2012, Genoa, 10th July 2012 Introduction  Problem of supporting the game  It is difficult to predict the success of a game  Players are especially difficult clients: they usually have very high expectations  High amounts of bandwidth and processing capacity
  • 11. SPECTS 2012, Genoa, 10th July 2012 Introduction
  • 12. SPECTS 2012, Genoa, 10th July 2012 Introduction  Supporting infrastructures are critical. They MUST work 24/7.  Over-provisioning?
  • 13. SPECTS 2012, Genoa, 10th July 2012 Introduction  Techniques for saving bandwidth can be interesting  A reduction in the number of packets per second can also be good
  • 14. SPECTS 2012, Genoa, 10th July 2012 Introduction  We have long-term flows of small packets which have the same:  Source and destination IP  Source and destination port  Many other header fields that do not change  We can use header compression
  • 15. SPECTS 2012, Genoa, 10th July 2012 Introduction  We also have scenarios in which a number of flows share the same path TCM Proxy Central Game Server TCM TCM TCM . . . Proxy Players Multiplexer Access router Players Proxy Players  We can multiplex these flows Game Server
  • 16. SPECTS 2012, Genoa, 10th July 2012 Introduction  We can adapt aTunneling-CompressingMultiplexing technique, deployed for RTP flows, and use it for TCP . . . Context . . . Context IP Network . . . MUX+COMP Real-Time DEMUX+DECOMP Tunneling-Compressing-Multiplexing Real-Time . . .
  • 17. SPECTS 2012, Genoa, 10th July 2012 Index 1. 2. 3. 4. 5. Introduction Related Works Analysis of TCM for MMORPG games Tests and Results Conclusions
  • 18. SPECTS 2012, Genoa, 10th July 2012 Related Works  Header compression methods  They use the repeatibility of header fields in order to avoid sending them  Need of a context, shared between origin and destination  Importance of context synchronization  Need of tunneling  Different standards: ECRTP, IPHC, ROHC
  • 19. SPECTS 2012, Genoa, 10th July 2012 Related Works  TCRTP: Current Tunneling-CompressingMultiplexing standard (RFC4170)  Designed for VoIP payload payload ECRTP ... ECRTP RTP UDP IP PPP Mux PPP L2TP IP
  • 20. SPECTS 2012, Genoa, 10th July 2012 Related Works Mean Opinion Score (MOS)     Adapted from VoIP to games Ranges from 1 (bad quality) to 5 (excellent) Need of subjective tests Depends on network impairments: delay, loss, jitter
  • 21. SPECTS 2012, Genoa, 10th July 2012 Index 1. 2. 3. 4. 5. Introduction Related Works Analysis of TCM for MMORPG games Tests and Results Conclusions
  • 22. SPECTS 2012, Genoa, 10th July 2012 TCM for MMORPG traffic  We adapt the protocol stack from TCRTP payload payload ECRTP ... ECRTP RTP UDP Payload Payload Reduced Header ... IP IP PPP Mux PPP Mux PPP PPP L2TP L2TP IP IP TCRTP TCP Reduced Header TCM
  • 23. SPECTS 2012, Genoa, 10th July 2012 TCM for MMORPG traffic  We adapt the protocol stack from TCRTP payload payload ECRTP ... ECRTP RTP UDP Payload Payload Reduced Header ... IP IP PPP Mux PPP Mux PPP PPP L2TP L2TP IP IP TCRTP TCP Reduced Header TCM
  • 24. SPECTS 2012, Genoa, 10th July 2012 TCM for MMORPG traffic  We establish a tunnel to the game server, while multiplexing packets Tretention Tprocess Tqueue . . . MUX Tnetwork IP network Tprocess DEMUX Game Server Players IP TCM IP
  • 25. SPECTS 2012, Genoa, 10th July 2012 TCM for MMORPG traffic  We establish a policy for selecting the packets, using a period Native traffic ... PE PE PE T<PE PE ... Multiplexed traffic . . . ... TCP ACKs without payload Seven IPv4/TCP client-to-server packets of World of Warcraft. E[P]=20bytes η=20/60=33% One IPv4/TCM packet multiplexing seven client-to-server W. of Warcraft packets η=120/187=64% saving
  • 26. SPECTS 2012, Genoa, 10th July 2012 TCM for MMORPG traffic  Analysis of the header compression algorithm  Random fields: copied  Constant fields: removed  Delta fields: size reduced  Need for using a tunnel
  • 27. SPECTS 2012, Genoa, 10th July 2012 TCM for MMORPG traffic  Analysis of the header compression algorithm Flow identifier Byte 0 1 CID R O I P S A W U Flags saying which fields are present 2 TCP checksum 3 Random fields 4 Random fields, if any . R-octet if R=1 . urgent pointer (U) if U=1 . Δ window (W) if W=1 Δ ack (A) if A=1 Δ sequence (S) if S=1 Δ IP ID (I) if I=1 Options if O=1 Delta fields
  • 28. SPECTS 2012, Genoa, 10th July 2012 Index 1. 2. 3. 4. 5. Introduction Related Works Analysis of TCM for MMORPG games Tests and Results Conclusions
  • 29. SPECTS 2012, Genoa, 10th July 2012 Tests and Results  From real traces, the expected value of the compressed header has been obtained Server-to-client histogram 40 35 30 25 20 15 10 5 0 Frequency (%) Frequency (%) Client-to-server histogram 4 5 6 7 8 9 10 11 Header size (bytes) 12 13 14 40 35 30 25 20 15 10 5 0 4 5 6 7 8 9 10 11 Header size (bytes) 12 13 14  Pass from 40 bytes to 8.72 (c-s) or 7.37 (s-c)
  • 30. SPECTS 2012, Genoa, 10th July 2012 Tests and Results  This allows us to obtain the maximum bandwidth saving for different games client to server game E[P] WoW pps max. saving 8.74 9.51 60.07 % ShenZhou 25 8 45.1 % RoM 33 4.17 40.1 % server to client game E[P] pps max. saving WoW 314 6.05 8.65 % ShenZhou 114 8 19.88 % 99 5.17 22 % RoM
  • 31. SPECTS 2012, Genoa, 10th July 2012 Tests and Results  Multiplexing tests  Statistical model from the literature: APDU, IAT. ACKs are also added Synthetic traces Compressed traces Player 1 Player 1 Player 2 Player 2 Theoretical model Player 1 to N period ... Player N Generation Multiplexed, compressed and tunneled Compression ... Player N Multiplexing and tunneling
  • 32. SPECTS 2012, Genoa, 10th July 2012 Tests and Results  Obtained inter-packet time Inter-packet time histogram 100 players, PE=60ms number of packets 100 80 60 40 20 0 10 20 30 40 50 60 time (ms)  Obtained packet size Packet size histogram 100 players, PE=60ms number of packets 1000 800 600 400 200 0 0 200 400 600 800 size (bytes) 1000 1200 1400
  • 33. SPECTS 2012, Genoa, 10th July 2012 Tests and Results  Obtained inter-packet time Inter-packet time histogram 100 players, PE=60ms number of packets 100 80 60 40 20 0 10 20 30 40 50 60 time (ms)  Obtained packet size Size limit Packet size histogram 100 players, PE=60ms number of packets 1000 800 600 400 200 0 0 200 400 600 800 size (bytes) 1000 1200 1400
  • 34. SPECTS 2012, Genoa, 10th July 2012 Tests and Results  Bandwidth savings: client to server Bandwidth Saving 70% 60% 50% BS 40% 30% 100 players 20% 50 players 20 players 10% 10 players 0% 10 20 30 40 50 60 period (ms) 70 80 90 100
  • 35. SPECTS 2012, Genoa, 10th July 2012 Tests and Results  Bandwidth savings: client to server Asymptote 60% Bandwidth Saving 70% 60% 50% BS 40% 30% 100 players 20% 50 players 20 players 10% 10 players 0% 10 20 30 40 50 60 period (ms) 70 80 90 100
  • 36. SPECTS 2012, Genoa, 10th July 2012 Tests and Results  Bandwidth savings: client to server Bandwidth Saving 70% 60% 50% BS 40% 100 players: small period for high savings 30% 20% 100 players 50 players 20 players 10% 10 players 0% 10 20 30 40 50 60 period (ms) 70 80 90 100
  • 37. SPECTS 2012, Genoa, 10th July 2012 Tests and Results  Bandwidth savings: client to server Bandwidth Saving 70% 60% 50% 10 players: 50% saving with PE=50ms BS 40% 30% 100 players 20% 50 players 20 players 10% 10 players 0% 10 20 30 40 50 60 period (ms) 70 80 90 100
  • 38. SPECTS 2012, Genoa, 10th July 2012 Tests and Results  Packets per second savings: client to server Packets per second 100 players 1000 50 players 900 20 players 10 players 800 700 600 500 400 300 200 100 0 native 10 20 30 40 50 period (ms) 60 70 80 90 100
  • 39. SPECTS 2012, Genoa, 10th July 2012 Tests and Results  Packets per second savings: client to server Packets per second 100 players 1000 50 players 900 20 players 10 players 800 700 600 Tends to be 1/PE 500 400 300 200 100 0 native 10 20 30 40 50 period (ms) 60 70 80 90 100
  • 40. SPECTS 2012, Genoa, 10th July 2012 Tests and Results  Packets per second savings: client to server Packets per second 100 players 1000 50 players 900 20 players 10 players 800 700 600 100 players: from 900 to 50 pps 500 400 300 200 100 0 native 10 20 30 40 50 period (ms) 60 70 80 90 100
  • 41. SPECTS 2012, Genoa, 10th July 2012 Tests and Results  What happens with MOS and added delays? MOS delay=20ms delay=40ms 5 delay=100ms 4.5 4 MOS 3.5 3 2.5 2 1.5 1 0 10 20 30 40 50 60 period (ms) 70 80 90 100
  • 42. SPECTS 2012, Genoa, 10th July 2012 Tests and Results  What happens with MOS and added delays? MOS delay=20ms delay=40ms 5 delay=100ms 4.5 4 MOS 3.5 3 2.5 2 With big RTT, big PE should be avoided 1.5 1 0 10 20 30 40 50 60 period (ms) 70 80 90 100
  • 43. SPECTS 2012, Genoa, 10th July 2012 Index 1. 2. 3. 4. 5. Introduction Related Works Analysis of TCM for MMORPG games Tests and Results Conclusions
  • 44. SPECTS 2012, Genoa, 10th July 2012 Conclusions  We have presented the adaptation of a Tunneling-Compressing-Multiplexing method for its use with TCP-IP flows of MMORPG  Asymptote for maximum bandwidth saving  Study of the performance of the header compression method  Significant savings: 60% for client-to-server
  • 45. SPECTS 2012, Genoa, 10th July 2012 Thank you very much