DocumentCode
3731365
Title
Can a Wi-Fi WLAN support a first person shooter?
Author
Jose Saldana;Juan Luis de la Cruz;Luis Sequeira;Juli?n Fern?ndez-Navajas;Jos? Ruiz-Mas
Author_Institution
CeNITEQ Group, Aragon Institute of Engineering Research (I3A), EINA, University of Zaragoza, Spain
fYear
2015
Firstpage
1
Lastpage
3
Abstract
In corporate and commercial environments, the deployment of a set of coordinated Wi-Fi APs is becoming a common solution to provide Internet coverage to moving users. In these scenarios, real-time services as online games can also be present. This paper presents a set of experiments developed in a test scenario where an end device moves between different APs while generating game traffic. A WLAN solution based on virtual APs is used, in order to make the handoffs transparent for Layer 3. The results show that it is possible to maintain an acceptable level of subjective quality during the handoff. At the same time, it is set clear that the fact of having a gamer in an AP could be taken into account by radio resource management algorithms, in order to provide a better quality.
Keywords
"Delays","Games","IEEE 802.11 Standard","Real-time systems","Wireless LAN","Handover"
Publisher
ieee
Conference_Titel
Network and Systems Support for Games (NetGames), 2015 International Workshop on
Electronic_ISBN
2156-8146
Type
conf
DOI
10.1109/NetGames.2015.7383001
Filename
7383001
Link To Document