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Online Games Traffic Multiplexing: Analysis and Effect in Access Networks
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  • Online Games Traffic Multiplexing: Analysis and Effect in Access Networks
  • Online Games Traffic Multiplexing: Analysis and Effect in Access Networks
저자명
Saldana. Jose,Fernandez-Navajas. Julian,Ruiz-Mas. Jose,Casadesus. Luis
간행물명
KSII Transactions on internet and information systems : TIIS
권/호정보
2012년|6권 11호|pp.2920-2939 (20 pages)
발행정보
한국인터넷정보학회
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정기간행물|ENG|
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기타
이 논문은 한국과학기술정보연구원과 논문 연계를 통해 무료로 제공되는 원문입니다.
서지반출

기타언어초록

Enterprises that develop online games have to deploy supporting infrastructures, including hardware and bandwidth resources, in order to provide a good service to users. First Person Shooter games generate high rates of small UDP packets from the client to the server, so the overhead is significant. This work analyzes 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 within a multiplexed packet. The behavior of the system has been studied, showing that significant bandwidth savings can be achieved. For certain titles, up to 38% of the bandwidth can be saved for IPv4. This percentage increases 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 greater the added delays, the greater the bandwidth savings. Significant reductions in the amounts of packets per second generated can also be obtained. Tests have been deployed in an emulated scenario matching an access network, showing that if the number of players is big enough, the added delays can be acceptable in terms of user experience.