Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/963900.963906acmconferencesArticle/Chapter ViewAbstractPublication PagesnetgamesConference Proceedingsconference-collections
Article

Access network delay in networked games

Published: 22 May 2003 Publication History

Abstract

The end-to-end delay (also referred to as latency) experienced by gaming users has a significant impact on the quality of online games. In this paper we concentrate on the delay introduced in access networks. This access network delay depends on the access technology used, the network load, the link rate configured on the access links (also referred to as the last mile link) and the size of the packets generated by the games. We characterize this access network delay by means of measurements. First, we focus on this delay in actually deployed access networks: dial-up, cable and Asymmetric Digital Subscriber Line (ADSL) access. In these access networks the access network delay shoots up as soon as the gaming user (or somebody else on the user's home network) saturates the user's last mile link with traffic generated by applications (e.g. web browser) other than the games. Therefore, we also characterize the access network delay in a laboratory set-up of a QoS-enabled ADSL network. In this set-up we show that it is possible to (logically) segregate the game traffic from the other traffic to such an extent that the game packets are not excessively delayed while at the same time a large part of the link capacity can be consumed by the other traffic.

References

[1]
J. Blow, "A Look at Latency", Game developer, 5(7), pp. 28--40, July 1998.
[2]
S. Cheshire, "Latency and the Quest for Interactivity", 1996. http://www.stuartcheshire.org/papers/LatencyQuest.ps
[3]
J. Färber, "Network Game Traffic Modelling", Proceedings of NetGames2002, pp. 74--78, Braunschweig (BRD), 16--17 April 2002.
[4]
T. Henderson, "Latency and User Behaviour on a Multiplayer Games Server", Proceedings of the 3rd International Workshop on Networked Group Communication (NGC01), pp. 1--13, London (UK), Nov. 2001.
[5]
S.K. Joyce, "Traffic on the Internet - a study of Internet Games", Network Analysis Times, Vol. 2(1), pp. 6--8, April 2001. http://wand.cs.waikato.ac.nz/wand/publications/sarah-420.pdf
[6]
C. Schäfer, T. Enderes, H. Ritter, M. Zitterbart, "Subjective Quality Assessment for Multiplayer Real-Time Games", Proceedings of NetGames02, pp. 74--78, Braunschweig (BRD), 16--17 April 2002.
[7]
"The Online Game Market 2002", DFC Intelligence report, 2002. http://www.dfcint.com/game report/Online_Game_toc.html
[8]
Ethereal capturing tool http://www.ethereal.com/
[9]
Microsoft's Xbox http://www.microsoft.com/xbox, http://www.xbox.com
[10]
Nintendo's Gamecube http://www.gamecube.com/
[11]
Sony's Playstation 2 http://www.playstation2.com/

Cited By

View all
  • (2023)Managing Delays for Realtime Error Correction and Compensation of an Industrial Robot in an Open NetworkMachines10.3390/machines1109086311:9(863)Online publication date: 28-Aug-2023
  • (2022)Mobile Charging Station Placements in Internet of Electric Vehicles: A Federated Learning ApproachIEEE Transactions on Intelligent Transportation Systems10.1109/TITS.2022.320559623:12(24561-24577)Online publication date: Dec-2022
  • (2021)Modelling Network Latency and Online Video Gamers’ Satisfaction with Machine Learning2021 IEEE International Conference on Recent Advances in Systems Science and Engineering (RASSE)10.1109/RASSE53195.2021.9686853(1-5)Online publication date: 12-Dec-2021
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
NetGames '03: Proceedings of the 2nd workshop on Network and system support for games
May 2003
168 pages
ISBN:1581137346
DOI:10.1145/963900
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 22 May 2003

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. access networks
  2. delay
  3. quality of service (QoS)

Qualifiers

  • Article

Conference

NetGames03
Sponsor:
NetGames03: NetGames 2003
May 22 - 23, 2003
California, Redwood City

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)25
  • Downloads (Last 6 weeks)4
Reflects downloads up to 09 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2023)Managing Delays for Realtime Error Correction and Compensation of an Industrial Robot in an Open NetworkMachines10.3390/machines1109086311:9(863)Online publication date: 28-Aug-2023
  • (2022)Mobile Charging Station Placements in Internet of Electric Vehicles: A Federated Learning ApproachIEEE Transactions on Intelligent Transportation Systems10.1109/TITS.2022.320559623:12(24561-24577)Online publication date: Dec-2022
  • (2021)Modelling Network Latency and Online Video Gamers’ Satisfaction with Machine Learning2021 IEEE International Conference on Recent Advances in Systems Science and Engineering (RASSE)10.1109/RASSE53195.2021.9686853(1-5)Online publication date: 12-Dec-2021
  • (2021)Network Latency Classification for Computer Games2021 IEEE International Conference on Recent Advances in Systems Science and Engineering (RASSE)10.1109/RASSE53195.2021.9686848(1-6)Online publication date: 12-Dec-2021
  • (2020)The WTFast’s Gamers Private Network (GPN ®) Performance Evaluation Results2020 IEEE International Systems Conference (SysCon)10.1109/SysCon47679.2020.9275855(1-6)Online publication date: 24-Aug-2020
  • (2018)Rank-Based Low-Latency Scheduling for Maximum Fronthaul Accommodation in Bridged NetworkIEEE Access10.1109/ACCESS.2018.28853466(78829-78838)Online publication date: 2018
  • (2017)Low-Latency Routing Scheme for a Fronthaul Bridged NetworkJournal of Optical Communications and Networking10.1364/JOCN.10.00001410:1(14)Online publication date: 22-Dec-2017
  • (2017)Gaming network delays investigation and collection of very large-scale data sets2017 Annual IEEE International Systems Conference (SysCon)10.1109/SYSCON.2017.7934779(1-7)Online publication date: Apr-2017
  • (2017)Game private networks performance: From geolocation to latency to user experience2017 Annual IEEE International Systems Conference (SysCon)10.1109/SYSCON.2017.7934778(1-6)Online publication date: Apr-2017
  • (2017)Low-latency routing for fronthaul network: A Monte Carlo machine learning approach2017 IEEE International Conference on Communications (ICC)10.1109/ICC.2017.7996439(1-6)Online publication date: May-2017
  • Show More Cited By

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media