April 2004MQP Topic PresentationsSlide 1 Mark Claypool’s Projects Network Games Streaming Video.

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Presentation transcript:

April 2004MQP Topic PresentationsSlide 1 Mark Claypool’s Projects Network Games Streaming Video

April 2004MQP Topic PresentationsSlide 2 Effects of Frame Rate and Resolution on Game Performance Computer games have many display options –Size, Colors, Shadows, Textures … Better quality frames look better, but do they make you play better? –Example: High resolution may make it easier to spot distant enemy Better quality frames may give you a lower frame rate, so does that make you play worse? Methodology: select games, design game maps and mods, and run experiments

April 2004MQP Topic PresentationsSlide 3 Multiplayer Game Server Selection Choosing a “good” server is critical for multiplayer games, but how do you define “good”? Typical server lists provide ping and CPU load, but how are accurate are these measures? –Example: ping based on only 1 or 2 packets How do you pick the best server for you and your friend in California? Methodology: study All-Seeing-Eye and qstat and others, correlate with performance, build a better one

April 2004MQP Topic PresentationsSlide 4 Understanding and Scaling Massively Multiplayer Games Massively multiplayer games popular, but unknown from scientific point of view –Example: what are traffic patterns, session lengths, ping constraints…? Scalability is a challenge, for CPU and net –Example: want to interact with 100, 1000, other people at once Peer-to-Peer architectures can scale, so can they be used for massively multiplayer games? Methodology: study MMRPGs, maybe propose architecture, build prototype

April 2004MQP Topic PresentationsSlide 5 Adaptive Streaming Video We have streaming video system that adapts to network loss by adding repair Need new transport protocol that adapts to available bandwidth –Ex: TCP is no good, need better streaming protocol Our system scales video bitrate by discarding frames, but we need better ways of scaling –Example: can reduce quality Methodology: devise protocol, implement and test or devise scaling method, implement and test

April 2004MQP Topic PresentationsSlide 6 Measuring Streaming Video We have a streaming testbed for measuring commercial video and have measured Window’s Streaming Media –See: –See: Want careful study of RealNetworks RealPlayer (and maybe Apple QuickTime) –Effects of packet loss, wireless… Methodology: design experiments, run, analyze

April 2004MQP Topic PresentationsSlide 7 Questions?