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Tutorial:
Traffic of Online Games
Jose Saldana & Mirko Suznjevic
IETF 87, Berlin, August 1st, 2013
Transport Area Open Meeting
1.8.2013. 1
Goals of this presentation
• Information about current practices in online
games industry
• Traffic of online games – trends and
characteristics
• Current network issues and QoE requirements
• A perfect excuse to play for a while…
1.8.2013. 2
Goals of this presentation
• Information about current practices in online
games industry
• Traffic of online games – trends and
characteristics
• Current network issues and QoE requirements
• A perfect excuse to play for a while…
1.8.2013. 3
Size of the gaming industry
1.8.2013. 4
Shift towards online
• Multiplayer games
• Social games
• Content distribution
• DRM
1.8.2013. 5
Shift towards online
• Multiplayer games
• Social games
• Content distribution
• DRM
XboX one is predicted to be supported
by 500 000 servers, compared to 30 000
of XboX live (current one)
1.8.2013. 6
Who are the consumers?
Source: Entertainment Software Association (ESA) http://www.theesa.com/facts/gameplayer.asp1.8.2013. 7
Are video games only for kids?
Source: Entertainment Software
Association (ESA)
http://www.theesa.com/facts/ga
meplayer.asp
1.8.2013. 8
Architecture
• Increasing dominance of client – server
– Cheating avoidance
– Easier synchronization
– Billing
• Server organization
– Server included in the game and one client acts as the
server (e.g., Warcraft 3)
– Dedicated server application released and players
create their own servers (e.g., Call of Duty)
– Server fully controlled by the developer/publisher
(e.g., World of Warcraft)
1.8.2013. 9
Client versions
• Specific application per game (hybrid clients)
• Clients encompassing multiple games
– Browser-based games
– Cloud based games (thin clients)
• Client version highly affects traffic
characteristics
1.8.2013. 10
Business models
• Pay to play
– Game client/account
– Subscription
– Additions to existing games
• Free to play (F2P)
– Micro transactions
– Additional content
– Cosmetic/usability improvements
• F2P demands full server control!!!
1.8.2013. 11
Bottlenecks
• Three potential bottlenecks:
- uplink: gamers send their actions
- server: calculation of the next state
- downlink: send the state to players
Server processing
capacity limit
1.8.2013. 12
Information transferred
• What information does the traffic comprise?
– Player commands/inputs
– Virtual world state refreshes
– Chat
– Audio flows for player communication
• Some games have in-built VoIP systems
• Many players use stand alone applications (Teamspeak,
Ventrilo, Skype…)
– 3D data describing virtual world (Second Life)
– Video
• Send by cloud based games
• Streaming of gaming sessions
1.8.2013. 13
Traffic characterization
• Game flows:
– Long lived
– High packet rate
– Small payload sizes
– Low bandwidth usage
– Using both UDP and TCP
– Dependant on the game genre
• Identified issues:
– Delay sensitivity
– Low but very inefficient bandwidth usage
– Variable delivery requirements
• Thin client games are an exception
1.8.2013. 14
Why so small?
• Market penetration!
• World of Warcraft was released in 2004 – in
order to reach as much users as possible it
needed to work on 33,6k modem
• Unreal Tournament on 14,4k 
• High broadband penetration –will games use
more and more bandwidth?
– No (and yes)
1.8.2013. 15
Game traffic evolution? – Not really
1-5kbps
(2-8 players)
2-3 kbps
(independent of
number of players)
M. Claypool, D. LaPoint, and J. Winslow, “Network Analysis of Counter-strike and Starcraft,” in Proceedings of the
22nd IEEE International Performance, Computing, and Communications Conference (IPCCC), USA, April 2003.
C-S. Lee, “The Revolution of StarCraft Network Traffic” in Proceedings of the 11th Annual Workshop on Network and
Systems Support for Games NetGames 2012
1.8.2013. 16
Game traffic revolution? Yes*
• Cloud gaming traffic
– Very high bandwidth usage
– High quality video
– Very delay sensitive (no client side optimization)
– * no high market penetration
1.8.2013. 17
Global trends
• Global game traffic
– Very small share of the global volume
– 22% CAGR (Compounded Annual Growth Rate)
1.8.2013. 18
Game genres
• Game categorization:
– Action (e.g., Grand Theft Auto)
– Adventure (e.g., Broken Sword)
– Arcade (e.g., Pinball)
– Children’s Entertainment (e.g., Bob the Builder)
– Family Entertainment (e.g., Mahjongg)
– Fighting (e.g., Mortal Combat)
– Flight (e.g., Wing Commander)
– Racing (e.g., Need For Speed)
– Role Playing (e.g., World of Warcraft)
– Shooter (e.g., Quake)
– Strategy (e.g., Starcraft)
– Other Games
NPD Group Inc., NDP Software Category Definitions, 2008,
https://www5.npd.com/tech/pdf/swcategories.pdf.
1.8.2013. 19
1
10
100
1000
10000
Warcraft III
(RTS)
World of
Warcraft
(MMORPG)
Madden NFL
(Sports)
Unreal
Tournament
(FPS)
Second Life
(CVE)
Crazy Taxi
(Cloud)
Bandwidth[kbit/s]
Bandwidth usage across genres
1.8.2013. 20
First Person Shooters (FPS)
• Gameplay characteristics:
– Very fast paced
– Very delay sensitive
– Several tens of players in one virtual world
• Traffic characteristics
– Use UDP
– Loss tolerant
– Latency very important (usually displayed on server lists,
or score lists)
– Very high packet rate
– Fairly regular packet sizes
– Fairly regular packet inter-arrival times
1.8.2013. 21
CDF’s of different FPS games
X. Che and B. Ip, “Review: Packet-level traffic analysis of online games from the genre
characteristics perspective”, Journal of Network Computing Appl. 35, 240–252 (2012)1.8.2013. 22
Massively Multiplayer Role-Playing
Games (MMORPGs)
• Gameplay characteristics
– Wide range of possible activities
– Very large virtual worlds
– Virtual economies
– Large number of players in same virtual world (up to tens of
thousands)
• Traffic characteristics
– Much more variable traffic characteristics
– Less fault tolerance
– TCP and UDP
– Looser latency constraints
– Lower packet rate
– Lower bandwidth usage
1.8.2013. 23
MMORPGs and TCP
• TCP not designed for a real time interactive
application!!! (yet it works)
• Application limited not network limited flows
• Multiple thin TCP flows behave unlike one fat TCP flow
• Mechanisms in TCP directly deteriorate the experience
of the players (delayed ACK, Nagle algorithm)
• Mechanisms of TCP do not work efficiently for
MMORPG (cwnd reduced due to application not
having something to send)
• High signaling overhead due to small packets
• High number of “pure” ACKS
1.8.2013. 24
Specific game transport protocol?
• Game transport protocol
– Suggested in 2002 for MMORPGs
– Not really accepted
• Prerequisites of MMORPG Transport Protocol
– Must be transmitted in order and reliably (chat)
– Reliable but not in order (attack)
– Not reliable or in order (move)
• Transport options
– Multi-streaming
– Optional ordering
– Optional reliability
S. Pack, E.Hong, Y. Choi, I.Park, J-S. Kim, and D. Ko, “Game Transport Protocol: A Reliable Lightweight Transport Protocol for
Massively Multiplayer On-line Games (MMPOGs)”, Multimedia Systems and Applications, Vol. 486 pp. 83-94, Oct, 2002)
C-C. Wu, K-T. Chen, C-M. Chen, P.Huang, and C-L. Lei , “On the Challenge and Design of Transport Protocols for MMORPGs
”, Multimedia Tools and Applications Vol. 45, No. 1, pp. 7--32, Oct, 2009.
1.8.2013. 25
CDF’s of different MMORPGs
X. Che and B. Ip, “Review: Packet-level traffic analysis of online games from the genre
characteristics perspective”, Journal of Network Computing Appl. 35, 240–252 (2012)
1.8.2013. 26
MMORPG action diversity
1.8.2013. 27
Summary of problems
• Delay sensitivity
• Very low (and inefficient) bandwidth usage of
“regular” games
• Very high bandwidth requirements of cloud
based games
• Fairness
• Scalability problems
• Adapting to player behavior
• Protocol related issues
1.8.2013. 28
TCM-TF advertisment
• In need of some flexibility (game release, rush
hour, certain places):
– What if we can multiplex traffic flows when required?
– What if we save bandwidth in bottlenecks?
ISP network Internet
Node B
Internet Router
(ISP)
xDSL router
xDSL router
DSLAM
BRAS
Network of
the service
provider
Internet Router
(Service provider)
Application
server
DSLAM 2
ISP
aggregation
network
GGSN
ISP
aggregation
network
TCMTF
TCMTF
TCMTF
TCMTF
1.8.2013. 29
First Person Shooter game:
MMORPG:
VoIP (exactly like RFC4170):
Seven IPv4/TCP client-to-server packets of World of Warcraft. E[P]=20bytes
One IPv4/TCM packet multiplexing seven client-to-server W. of Warcraft packets
η=20/60=33%
η=120/187=64%
saving
TCP ACKs without payload
Four IPv4/UDP client-to-server packets of Counter Strike
One IPv4/TCM packet multiplexing four client-to-server Counter Strike packets
η=61/89=68%
η=244/293=83%
saving
One IPv4/UDP/RTP VoIP packet with two samples of 10 bytes
η=20/60=33%
Five IPv4/UDP/RTP VoIP packets with two samples of 10 bytes
η=20/60=33%
saving
VoIP
One IPv4 TCMTF Packet multiplexing five two sample packets
η=100/161=62%
40 to 6-8 bytes compression
TCM-TF advertisment
1.8.2013. 30
TCM-TF BOF
Tunneling Compressed Multiplexed
Traffic Flows BOF
Thursday (today) Afternoon Session II
15:20-16:50 CEST
Postdam 3
Hope to see you there 
1.8.2013. 31

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Tutorial: Traffic of Online Games

  • 1. Tutorial: Traffic of Online Games Jose Saldana & Mirko Suznjevic IETF 87, Berlin, August 1st, 2013 Transport Area Open Meeting 1.8.2013. 1
  • 2. Goals of this presentation • Information about current practices in online games industry • Traffic of online games – trends and characteristics • Current network issues and QoE requirements • A perfect excuse to play for a while… 1.8.2013. 2
  • 3. Goals of this presentation • Information about current practices in online games industry • Traffic of online games – trends and characteristics • Current network issues and QoE requirements • A perfect excuse to play for a while… 1.8.2013. 3
  • 4. Size of the gaming industry 1.8.2013. 4
  • 5. Shift towards online • Multiplayer games • Social games • Content distribution • DRM 1.8.2013. 5
  • 6. Shift towards online • Multiplayer games • Social games • Content distribution • DRM XboX one is predicted to be supported by 500 000 servers, compared to 30 000 of XboX live (current one) 1.8.2013. 6
  • 7. Who are the consumers? Source: Entertainment Software Association (ESA) http://www.theesa.com/facts/gameplayer.asp1.8.2013. 7
  • 8. Are video games only for kids? Source: Entertainment Software Association (ESA) http://www.theesa.com/facts/ga meplayer.asp 1.8.2013. 8
  • 9. Architecture • Increasing dominance of client – server – Cheating avoidance – Easier synchronization – Billing • Server organization – Server included in the game and one client acts as the server (e.g., Warcraft 3) – Dedicated server application released and players create their own servers (e.g., Call of Duty) – Server fully controlled by the developer/publisher (e.g., World of Warcraft) 1.8.2013. 9
  • 10. Client versions • Specific application per game (hybrid clients) • Clients encompassing multiple games – Browser-based games – Cloud based games (thin clients) • Client version highly affects traffic characteristics 1.8.2013. 10
  • 11. Business models • Pay to play – Game client/account – Subscription – Additions to existing games • Free to play (F2P) – Micro transactions – Additional content – Cosmetic/usability improvements • F2P demands full server control!!! 1.8.2013. 11
  • 12. Bottlenecks • Three potential bottlenecks: - uplink: gamers send their actions - server: calculation of the next state - downlink: send the state to players Server processing capacity limit 1.8.2013. 12
  • 13. Information transferred • What information does the traffic comprise? – Player commands/inputs – Virtual world state refreshes – Chat – Audio flows for player communication • Some games have in-built VoIP systems • Many players use stand alone applications (Teamspeak, Ventrilo, Skype…) – 3D data describing virtual world (Second Life) – Video • Send by cloud based games • Streaming of gaming sessions 1.8.2013. 13
  • 14. Traffic characterization • Game flows: – Long lived – High packet rate – Small payload sizes – Low bandwidth usage – Using both UDP and TCP – Dependant on the game genre • Identified issues: – Delay sensitivity – Low but very inefficient bandwidth usage – Variable delivery requirements • Thin client games are an exception 1.8.2013. 14
  • 15. Why so small? • Market penetration! • World of Warcraft was released in 2004 – in order to reach as much users as possible it needed to work on 33,6k modem • Unreal Tournament on 14,4k  • High broadband penetration –will games use more and more bandwidth? – No (and yes) 1.8.2013. 15
  • 16. Game traffic evolution? – Not really 1-5kbps (2-8 players) 2-3 kbps (independent of number of players) M. Claypool, D. LaPoint, and J. Winslow, “Network Analysis of Counter-strike and Starcraft,” in Proceedings of the 22nd IEEE International Performance, Computing, and Communications Conference (IPCCC), USA, April 2003. C-S. Lee, “The Revolution of StarCraft Network Traffic” in Proceedings of the 11th Annual Workshop on Network and Systems Support for Games NetGames 2012 1.8.2013. 16
  • 17. Game traffic revolution? Yes* • Cloud gaming traffic – Very high bandwidth usage – High quality video – Very delay sensitive (no client side optimization) – * no high market penetration 1.8.2013. 17
  • 18. Global trends • Global game traffic – Very small share of the global volume – 22% CAGR (Compounded Annual Growth Rate) 1.8.2013. 18
  • 19. Game genres • Game categorization: – Action (e.g., Grand Theft Auto) – Adventure (e.g., Broken Sword) – Arcade (e.g., Pinball) – Children’s Entertainment (e.g., Bob the Builder) – Family Entertainment (e.g., Mahjongg) – Fighting (e.g., Mortal Combat) – Flight (e.g., Wing Commander) – Racing (e.g., Need For Speed) – Role Playing (e.g., World of Warcraft) – Shooter (e.g., Quake) – Strategy (e.g., Starcraft) – Other Games NPD Group Inc., NDP Software Category Definitions, 2008, https://www5.npd.com/tech/pdf/swcategories.pdf. 1.8.2013. 19
  • 20. 1 10 100 1000 10000 Warcraft III (RTS) World of Warcraft (MMORPG) Madden NFL (Sports) Unreal Tournament (FPS) Second Life (CVE) Crazy Taxi (Cloud) Bandwidth[kbit/s] Bandwidth usage across genres 1.8.2013. 20
  • 21. First Person Shooters (FPS) • Gameplay characteristics: – Very fast paced – Very delay sensitive – Several tens of players in one virtual world • Traffic characteristics – Use UDP – Loss tolerant – Latency very important (usually displayed on server lists, or score lists) – Very high packet rate – Fairly regular packet sizes – Fairly regular packet inter-arrival times 1.8.2013. 21
  • 22. CDF’s of different FPS games X. Che and B. Ip, “Review: Packet-level traffic analysis of online games from the genre characteristics perspective”, Journal of Network Computing Appl. 35, 240–252 (2012)1.8.2013. 22
  • 23. Massively Multiplayer Role-Playing Games (MMORPGs) • Gameplay characteristics – Wide range of possible activities – Very large virtual worlds – Virtual economies – Large number of players in same virtual world (up to tens of thousands) • Traffic characteristics – Much more variable traffic characteristics – Less fault tolerance – TCP and UDP – Looser latency constraints – Lower packet rate – Lower bandwidth usage 1.8.2013. 23
  • 24. MMORPGs and TCP • TCP not designed for a real time interactive application!!! (yet it works) • Application limited not network limited flows • Multiple thin TCP flows behave unlike one fat TCP flow • Mechanisms in TCP directly deteriorate the experience of the players (delayed ACK, Nagle algorithm) • Mechanisms of TCP do not work efficiently for MMORPG (cwnd reduced due to application not having something to send) • High signaling overhead due to small packets • High number of “pure” ACKS 1.8.2013. 24
  • 25. Specific game transport protocol? • Game transport protocol – Suggested in 2002 for MMORPGs – Not really accepted • Prerequisites of MMORPG Transport Protocol – Must be transmitted in order and reliably (chat) – Reliable but not in order (attack) – Not reliable or in order (move) • Transport options – Multi-streaming – Optional ordering – Optional reliability S. Pack, E.Hong, Y. Choi, I.Park, J-S. Kim, and D. Ko, “Game Transport Protocol: A Reliable Lightweight Transport Protocol for Massively Multiplayer On-line Games (MMPOGs)”, Multimedia Systems and Applications, Vol. 486 pp. 83-94, Oct, 2002) C-C. Wu, K-T. Chen, C-M. Chen, P.Huang, and C-L. Lei , “On the Challenge and Design of Transport Protocols for MMORPGs ”, Multimedia Tools and Applications Vol. 45, No. 1, pp. 7--32, Oct, 2009. 1.8.2013. 25
  • 26. CDF’s of different MMORPGs X. Che and B. Ip, “Review: Packet-level traffic analysis of online games from the genre characteristics perspective”, Journal of Network Computing Appl. 35, 240–252 (2012) 1.8.2013. 26
  • 28. Summary of problems • Delay sensitivity • Very low (and inefficient) bandwidth usage of “regular” games • Very high bandwidth requirements of cloud based games • Fairness • Scalability problems • Adapting to player behavior • Protocol related issues 1.8.2013. 28
  • 29. TCM-TF advertisment • In need of some flexibility (game release, rush hour, certain places): – What if we can multiplex traffic flows when required? – What if we save bandwidth in bottlenecks? ISP network Internet Node B Internet Router (ISP) xDSL router xDSL router DSLAM BRAS Network of the service provider Internet Router (Service provider) Application server DSLAM 2 ISP aggregation network GGSN ISP aggregation network TCMTF TCMTF TCMTF TCMTF 1.8.2013. 29
  • 30. First Person Shooter game: MMORPG: VoIP (exactly like RFC4170): Seven IPv4/TCP client-to-server packets of World of Warcraft. E[P]=20bytes One IPv4/TCM packet multiplexing seven client-to-server W. of Warcraft packets η=20/60=33% η=120/187=64% saving TCP ACKs without payload Four IPv4/UDP client-to-server packets of Counter Strike One IPv4/TCM packet multiplexing four client-to-server Counter Strike packets η=61/89=68% η=244/293=83% saving One IPv4/UDP/RTP VoIP packet with two samples of 10 bytes η=20/60=33% Five IPv4/UDP/RTP VoIP packets with two samples of 10 bytes η=20/60=33% saving VoIP One IPv4 TCMTF Packet multiplexing five two sample packets η=100/161=62% 40 to 6-8 bytes compression TCM-TF advertisment 1.8.2013. 30
  • 31. TCM-TF BOF Tunneling Compressed Multiplexed Traffic Flows BOF Thursday (today) Afternoon Session II 15:20-16:50 CEST Postdam 3 Hope to see you there  1.8.2013. 31