• DocumentCode
    549784
  • Title

    Bandwidth efficiency improvement of online games by the use of tunneling, compressing and multiplexing techniques

  • Author

    Saldana, Jose ; Murillo, Jenifer ; Fernández-Navajas, Julián ; Ruiz-Mas, José ; Aznar, José I. ; Navarro, Eduardo Viruete

  • Author_Institution
    Dept. IEC, Aragon Inst. of Eng. Res., Commun. Technol. Group, Univ. Zaragoza, Zaragoza, Spain
  • fYear
    2011
  • fDate
    27-30 June 2011
  • Firstpage
    227
  • Lastpage
    234
  • Abstract
    The enterprises that develop online games need hardware and bandwidth resources in order to give a good service to the users. These games produce a high rate of small UDP packets from the client to the server, so the overhead is significant. The actions of the players have to be propagated to the server and to the rest of the players in a very short time, so network delays are very critical. This work presents a method that saves bandwidth, by the addition of a local agent which queues packets, compresses headers and uses a tunnel to send a number of packets into a multiplexed one. The behaviour of the system has been studied for IPv4 and IPv6, showing that significant bandwidth savings can be achieved. For certain titles, up to 38% of the bandwidth can be saved for IPv4. This percentage grows up to 54% for IPv6, as this protocol has a bigger overhead. The cost of these bandwidth savings is the addition of a new delay, which has an upper bound that can be modified. So there is a tradeoff: the bigger the added delays, the bigger the bandwidth savings. On the other hand, the tests show that if the number of players is big enough, the added delays can be acceptable in terms of user´s experience.
  • Keywords
    IP networks; computer games; multiplexing; protocols; IPv4; IPv6; UDP packets; bandwidth efficiency improvement; bandwidth resources; compressing; multiplexing; online games; tunneling; upper bound; Decision support systems; Payloads; First Person Shooter; Quality of Experience; compressing; delay; gaming; measurement; multiplexing; network games;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Performance Evaluation of Computer & Telecommunication Systems (SPECTS), 2011 International Symposium on
  • Conference_Location
    The Hague
  • Print_ISBN
    978-1-4577-0139-9
  • Electronic_ISBN
    978-1-61782-309-1
  • Type

    conf

  • Filename
    5984870