First Person Shooter multiplayer game traffic analysis

Qili Zhou, Colin J. Miller, Victor Bassilious

Research output: Chapter in Book/Report/Conference proceedingConference contribution

12 Citations (Scopus)
111 Downloads (Pure)

Abstract

Internet delay is important for FPS games because it can determine who wins or loses a game. Network traffic for such games has been analysed using packet size and inter-packet time metrics fitting a statistical model. However, the effect of other network traffic on game traffic was not investigated or considered. This paper explores the traffic generated by an FPS game, taking into account the effects of other Internet traffic. Experiments were conducted in an isolated local network, repeated across the Internet and in a simulator with varying degrees of background traffic. FPS game packet inter-arrival time distribution was observed to spread with the decrease of bandwidth due to other traffic along network paths. The twin peak characteristic of packet inter-arrival time observed in the isolated local network experiment flattens and spreads to a bell-shape as bandwidth decreases due to the increased and non-unique delay of packet arrivals.
Original languageEnglish
Title of host publicationProceedings 11th IEEE International Symposium on Object and Component-Oriented Real-Time Distributed Computing
Place of PublicationLos Alamitos, CA
PublisherIEEE Computer Society
Pages195-200
Number of pages6
ISBN (Print)9780769531328
DOIs
Publication statusPublished - May 2008
Externally publishedYes
Event11th IEEE Symposium on Object/Component/Service-Oriented Real-Time Disctributed Computing - Orlando, United States
Duration: 5 May 20087 May 2008
Conference number: 11

Other

Other11th IEEE Symposium on Object/Component/Service-Oriented Real-Time Disctributed Computing
Abbreviated titleISORC 2008
CountryUnited States
CityOrlando
Period5/05/087/05/08

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