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Latency evaluation of networking mechanisms for game traffic

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Published:19 September 2007Publication History

ABSTRACT

Large improvements in computer technology allow thousands of users to concurrently interact in a virtual game. Due to this development, the body of work analyzing game traffic has grown considerably in the recent past. However, little work has been done to examine and compare networking techniques with respect to meeting the stringent latency requirements that are common for networked games. Most interactive games need response times between 100 and 1000 ms depending on the game genre [6]. In this paper, we evaluate different techniques for delivering packets in a timely manner. In particular, we compare existing user-space middleware running on top of UDP and reliable, fair transport protocols like TCP and SCTP. In addition, we evaluate some "low latency" extensions to TCP, SCTP and one of the middleware platforms. We present results concerning packet latency and bandwidth requirements for the different approaches.

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  1. Latency evaluation of networking mechanisms for game traffic

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    • Published in

      cover image ACM Conferences
      NetGames '07: Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
      September 2007
      138 pages
      ISBN:9780980446005
      DOI:10.1145/1326257

      Copyright © 2007 ACM

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      Publication History

      • Published: 19 September 2007

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