Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas, Eduardo Viruete Navarro, Luis Casadesus, "The Effect of Router Buffer Size on Subjective Gaming Quality Estimators based on Delay and Jitter," in Proc. CCNC 2012- 4th IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DENVECT), pp. 502-506, Las Vegas. Jan 2012. ISBN 9781457720697.
The Effect of Router Buffer Size on Subjective Gaming Quality Estimators Based on Delay and Jitter
1.
2. THE EFFECT OF ROUTER
BUFFER SIZE ON SUBJECTIVE
GAMING QUALITY ESTIMATORS
BASED ON DELAY AND JITTER
GTC
Communication
Technologies Group
Jose Saldana
Julián Fernández-Navajas
José Ruiz-Mas
Eduardo Viruete Navarro
Luis Casadesus
University of Zaragoza, Spain
5. Introduction
- The Internet was not designed
for real-time services.
- First deployed ones: e-mail, file
transfer
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
6. Introduction
- But real-time services are being
widely used: VoIP, video
conference, online gaming
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
7. Introduction
- Problem: Using a best effort
network for a real-time service.
- Users demand a quality similar to
the one they are used to.
- Research: Find the relationship
between network impairments and
perceived quality.
-
Delay, packet loss, bandwidth, jitter.
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
8. Introduction
- E-Model: ITU’s solution that
estimates perceived quality of voice,
as a function of delay, packet loss,
codec, etc.
- Battery of surveys in order to obtain
a MOS (Mean Opinion Score) model
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
9. FPS online games
- Very stringent Real-time
requirements:
- Interactivity (video)
- Players: Difficult to satisfy
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
10. FPS online games
- Traffic characteristics
-
-
UDP
Small packets (100 bytes maximum)
High frequency (25 to 85 pps)
A universal MOS does not exist
-
Some games are more sensitive to delay, or
packet loss, or jitter, etc.
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
12. II. Related Works
- Buffer sizing problem
- Measuring subjective quality for
online games
13. II. Related Works
- Buffer sizing problem
- Measuring subjective quality for
online games
14. Buffer sizing problem
- Players mainly use access networks
- We are considering low-end routers,
i.e. the ones we can find in access
networks
-
Drop-tail FIFO tiny buffers, of some tens of
kilobytes
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
15. Buffer sizing problem
- Different proposals:
- Rule of the thumb: C x RTT
-
Maximize buffer occupancy
Too much delay
- Stanford model: C x RTT / sqrt(N)
- Tiny buffer: 20 to 50 packets
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
17. II. Related Works
- Buffer sizing problem
- Measuring subjective quality for
online games
18. Subjective quality for FPS
- MOS as a function of SRT (linear dependence)
C. Schaefer, T. Enderes, H. Ritter, M. Zitterbart. “Subjective quality assessment
for multiplayer real-time games”. In Proc 1st workshop on Network and system
support for games (NetGames '02). ACM, New York, NY, USA, 74-78. 2002.
- Influence of delay and packet loss (not
developing a MOS)
S. Zander, G. Armitage, “Empirically Measuring the QoS Sensitivity of Interactive
Online Game Players”. In Proc. Australian Telecommunications Networks &
Applications Conference (ATNAC 2004), Sydney, Australia, Dec. 2004.
-
Packet loss: different behavior:
-
Halo: Does not work with 4% loss
Quake III: Works with 35% loss
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
19. Subjective quality for FPS
- Only delay and jitter, but separately
M. Dick, O. Wellnitz, L. Wolf. “Analysis of factors affecting players' performance
and perception in multiplayer games”. In Proc. 4th ACM SIGCOMM workshop on
Network and system support for games (NetGames '05). ACM, New York, NY,
USA, 1-7, 2005.
- First developed MOS, adapted from E-model
A. F. Wattimena, R. E. Kooij, J. M. van Vugt, O. K. Ahmed, “Predicting the
perceived quality of a first person shooter: the Quake IV G-model”. In Proc. 5th
SIGCOMM workshop Network and system support for games (NetGames '06),
ACM, New York, NY, USA, 2006.
-
Only delay and jitter were considered
Game: Quake IV
G-model: We will use it to study quality
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
21. Previous results with VoIP
- E-Model uses delay and packet
loss.
- Jitter is not considered, as a dejitter buffer is used
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
22. Previous results for VoIP
-
MOS presents a monotonically decreasing
behavior with background traffic
E-Model MOS
5
4.5
4
MOS
3.5
3
2.5
1 call
5 calls
10 calls
15 calls
20 calls
2
1.5
1
400
450
500
550
600
650
700
750
800
background traffic (kbps)
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
850
900
950
1000
23. Scenarios of interest
- A number of players connected
to the server sharing the same
router
buffer
Internet
.
.
.
Router
Game &
background
traffic
Users
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
Game Server
24. Test methodology
- The same scenario as in VoIP
- FPS game with a MOS: Quake IV
- Traffic traces available from CAIA
project
- Only client-to-server (the most
restrictive one)
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
25. Test methodology
- Inter-packet time and packet
size histograms
-
40.7 kbps / user
40 50 60 70 80 90 100 110
bytes
0
10 20 30 40 50 60 70
ms
79.5 bytes avg
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
64 pps
26. Test methodology
- 20 players sharing an Internet
connection
- Buffer: Drop-tail, fixed kB size
Bandwidth
Buffer size
2 Mbps
3 Mbps
10 kB
20 kB
50 kB
100 kB
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
27. Test methodology
-
Background traffic sharing the
connection
-
-
50% packets 40 bytes
10% packets 576 bytes
40% packets 1,500 bytes
Network RTT (avg 30 ms) added offline
buffer
Internet
.
.
.
Router
Game &
background
traffic
Users
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
Game Server
41. Test results: MOS
-
G-Model MOS formula:
x = 0.104*ping_average + jitter_average
MOS = -0.00000587 x 3 + 0.00139 x2- 0.114 x + 4.37
-
Packet loss is not considered, unless it is
above 35%
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
50. Conclusions
-
Access networks with low-end routers
Importance of the buffer size
Small buffers are better for real-time apps
Buffer implementation can penalyze big
packets
We cannot separately study each network
impairment
Need for subjective quality estimators to
calculate MOS
If delay and jitter are the considered
impairments, the jitter peak produces a MOS
valley
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012