FPS Network Traffic Model

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Presentation transcript:

FPS Network Traffic Model Month Year doc.: IEEE 802.11-yy/xxxxr0 November 2014 FPS Network Traffic Model Date: 2014-11-02 Authors: Allan Jones, Activision John Doe, Some Company

November 2014 Abstract The purpose of this presentation is to provide network traffic details of multiplayer First Person Shooter (FPS) online games. Modern popular FPS games present unique challenges when it comes to network traffic. From this profile we can cooperatively develop a simulation that can be incorporated into (Simone’s Simulation document). Allan Jones, Activision

Characteristics of most FPS games November 2014 Characteristics of most FPS games Low bit-rate Sensitive to the impacts of delay(latency) and Jitter [3] [6] [7] High frequency of small packets (UDP) Short Duration (matches lasting around 10 min.) Client-Server Architecture Sensitive to QoS requirements[3][5] Allan Jones, Activision

Architecture – Dedicated Server November 2014 Architecture – Dedicated Server The dedicated server model provides geographically dispersed servers to host the game matches with optimal network paths. Some implementations[1] use virtual servers to provide the necessary matchmaking and virtual world state services while others use a combination of physical dedicated servers and console servers. Allan Jones, Activision

Typical modern console game 18 player match (Dedicated Server) November 2014 Typical modern console game 18 player match (Dedicated Server) Allan Jones, Activision

Architecture – Console Server November 2014 Architecture – Console Server The console server model elects one of the consoles to host the game and synchronize the other consoles throughout the match. This console also plays the game as well. Statistics are still managed by centralized servers, but the majority of the network traffic is handled by the consoles. This model has key economic advantages as there does not need to be as many dedicated servers in order to host all the games and utilizes the consoles network bandwidth which lowers bandwidth costs as well. Allan Jones, Activision

Typical modern console game 18 player match (Console Server) November 2014 Typical modern console game 18 player match (Console Server) Allan Jones, Activision

Client / Server Communications November 2014 Client / Server Communications The client to server communications averages will vary for any specific FPS game as will the server to client communication. FPS games all have delay sensitivity (latency and jitter) that creates severe consequences to the quality of gameplay. (e.g. the player can lose the game due to delays in communications). Network requirements for FPS games will increase by the time 802.11ax is deployed. Earlier IEEE and other supporting studies show a 50ms round trip tolerance. (e.g. 50ms bursts from the server) [2][4] We can anticipate the 50ms threshold to be around 25-30ms as 802.11ax is released. Allan Jones, Activision

Month Year John Doe, Some Company

Month Year John Doe, Some Company

Month Year John Doe, Some Company

Month Year John Doe, Some Company

Client/Server Packet and bandwidth profile November 2014 Client/Server Packet and bandwidth profile The client to server communications and server to client averages are presented in the table below. Description FPS 1 FPS 2 FPS 3 Average Client Packets/sec 29 34 41 Average Client bits/sec 37018 23118 54039 Average Server Packets/sec/client 10 26 77 Average Server bits/sec/client 20489 51464 269326 Average Server Aggregate Packets/sec 177 248 861 Average Server Aggregate bits/sec 372519 625974 2396306 Allan Jones, Activision

Month Year John Doe, Some Company

Month Year John Doe, Some Company

References Month Year doc.: IEEE 802.11-yy/xxxxr0 Month Year [1] Saroj Kar, “Windows Azure: The power behind upcoming game Titanfall for the Xbox One”, Silicon Angle – February 25th, 2014 ; http://siliconangle.com/blog/2014/02/25/windows-azure-the-power-behind-blockbuster-game-titanfall-for-the-xbox-one/ [2] Mark Claypool, David LaPoint, and Josh Winslow. “Network Analysis of Counter-strike and Starcraft”, In Proceedings of the 22nd IEEE International Performance, Computing, and Communications Conference (IPCCC), Phoenix, Arizona, USA, April 2003 [3] Amit Sinha, Kenneth Mitchell, Deep Medhi “Network Game Traffic: A Broadband Access Perspective”, Computer Networks, vol. 49, no. 1, pp. 71-83, 2005 [4] L. Pantel, L. Wolf, “On the impact of delay on real-time multiplayer games”, Proc. International Workshop on Network and Operating System Support for Digital Audio and Video (NOSSDAV) (2002) 23-29 [5] Tristan Henderson, Saleem Bhatti “Networked games — A QoS sensitive application for QoS insensitive users?”, ACM SIGCOMM 2003 Workshops August 25 & 27, 2003, Karlsruhe, Germany [6] Rahul Amin, France Jackson, Juan Gilbert, Jim Martin “Assessing the Impact of Latency and Jitter on the Perceived Quality of Call of Duty Modern Warfare 2”, [7] Kjetil Raaen, “Latency Thresholds for Usability in Games” [8] Mark Claypool, Kajal Claypool, “Latency Can Kill: Precision and Deadline in Online Games” , February 22–23, 2010, Phoenix, Arizona, USA. John Doe, Some Company John Doe, Some Company