• DocumentCode
    2564016
  • Title

    An experimental estimation of latency sensitivity in multiplayer Quake 3

  • Author

    Armitage, Grenville

  • Author_Institution
    Centre for Adv. Internet Archit., Swinburne Univ. of Technol., Melbourne, Vic., Australia
  • fYear
    2003
  • fDate
    28 Sept.-1 Oct. 2003
  • Firstpage
    137
  • Lastpage
    141
  • Abstract
    Quantifying the latency sensitivity of potential customers/players is critical for Internet-based game providers when planning the network placement of their game servers. Two Quake 3 servers were placed at different locations on the Internet in 2001, and instrumented to gather median latency information on every player who played over a multi-month period. Server logfiles showed an active yet distinct player population on each server. The median latency distributions suggest players actively prefer Quake 3 servers less than 150 to 180 milliseconds from the player\´s location. Quake 3 is often played as a multiplayer, Internet-based, highly interactive "first person shooter" game. Although Quake 3 is nowhere near as popular as games such as half- life: counterstrike, these results provide a useful ball-park indicator of latency sensitivity for this class of highly interactive online games.
  • Keywords
    Internet; computer games; Internet-based game; ball-park indicator; counterstrike; distinct player population; first person shooter game; game servers; multiplayer Quake 3; network placement; online games; server logfiles; Australia; Delay; IP networks; Instruments; Intelligent networks; Internet; Network servers; Technology planning; Web server;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Networks, 2003. ICON2003. The 11th IEEE International Conference on
  • ISSN
    1531-2216
  • Print_ISBN
    0-7803-7788-5
  • Type

    conf

  • DOI
    10.1109/ICON.2003.1266180
  • Filename
    1266180