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VGO 2 May 2003 Online Gaming by VGO2 Philippe Villeneuve Gustavo Basilio Niklas Åbrink Kristoffer Sjögren Nrip Nihalani Gunnar Wretlind.

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Presentation on theme: "VGO 2 May 2003 Online Gaming by VGO2 Philippe Villeneuve Gustavo Basilio Niklas Åbrink Kristoffer Sjögren Nrip Nihalani Gunnar Wretlind."— Presentation transcript:

1 VGO 2 May 2003 Online Gaming by VGO2 Philippe Villeneuve Gustavo Basilio Niklas Åbrink Kristoffer Sjögren Nrip Nihalani Gunnar Wretlind

2 VGO 2 May 2003 Online Gaming Video Gaming over IPv6 vs. IPv4 Gaming over GPRS IPv6 over GPRS Recommendations for Online Gaming Question and Answers

3 VGO 2 May 2003 The Video Gameboy Starring A Father, A Son and the KTH Boys

4 VGO 2 May 2003 Online Gaming Video Gaming over IPv6 vs. IPv4 Gaming over GPRS IPv6 over GPRS Recommendations for Online Gaming Question and Answers

5 VGO 2 May 2003 Gaming over IPv6 vs. IPv4 How Will IPv6 Affect Online Gaming? Theoretical Study of IPv6 Measurements with an IPv6 Enabled Game

6 VGO 2 May 2003 IPv6 Advantages Addresses –More Addresses than IPv4 –Auto Configuration –No More “Network Address Translation” (NAT) Peer-to-Peer Servers

7 VGO 2 May 2003 IPv6 Advantages Quality of Service (QoS) Improved routing Security

8 VGO 2 May 2003 IPv6 Testing Quake 2 IPv6 Required 10-15% More Bandwidth Does Not Use Any of the IPv6 Features Pure IPv6 Network Mixed IPv4 and IPv6 Internet Bad Encapsulation Performance

9 VGO 2 May 2003 Conclusion IPv6 Necessary Should Enhance Online Gaming

10 VGO 2 May 2003 Online Gaming Video Gaming over IPv6 vs. IPv4 Gaming over GPRS IPv6 over GPRS Recommendations for Online Gaming Question and Answers

11 VGO 2 May 2003 Gaming over GPRS

12 VGO 2 May 2003 The AIM To Investigate the Performance of Gaming over GPRS To Identify Techniques Which Could Improve Gaming Performance over GPRS

13 VGO 2 May 2003 Plan of Action Study Set up Testbeds Study Results Study Gaming over other Wireless Systems Look for Places where Improvements were Possible Identify Improvements

14 VGO 2 May 2003 Test Bed Laptops Games Nokia D211

15 VGO 2 May 2003 Test Bed

16 VGO 2 May 2003 Test Results-Yahoo Chess QoE: Satisfactory Delays were Seen by the Real Time Monitor These Delays did not Affect Gaming Performance

17 VGO 2 May 2003 Test results – Yahoo Pool QoE: Not Satisfactory Ball Movements were Observed to be Jerky A Modified Algorithm with Less Detail Encoded in Transmitted Data Should Perform Well

18 VGO 2 May 2003 Test Results- Starcraft QoE: Unplayable No Connection to Server After Many Tries When Connected, Server Denied the Request

19 VGO 2 May 2003 Test Results - XPilot QoE: Poor Delays in Excess of 2 Seconds were Observed Made Gaming Difficult Connection to the Server Disconnected after 5 Minutes Each Time We Connected.

20 VGO 2 May 2003 Test Results : Summary Turn based games perform well Real Time games can also be designed to perform well on GPRS However, if Bandwidth and Delay limitations are neutralized: Gaming over GPRS can be a seller We hence make some suggestions

21 VGO 2 May 2003 The Future There are a Plethora of Ideas Floated Around for Mobile Applications Improvement in the Bandwidth and Delay Charateristics of Wireless Packet Data Services will Improve the Saleability of These Hence we Propose Modified Architectures for this Purpose

22 VGO 2 May 2003 The Future Use Both WLAN’s and GPRS Horizontal Handovers between the Mobile Devices over WLAN’s --A Network Interface makes a Handover from an Access Network to another Vertical Communication over GPRS - The Network connections from a Mobile Node move from one Interface to Another Data Exchange at High Rates (WLAN’s) Enhanced Mobility Provided by GPRS

23 VGO 2 May 2003 Hierarchial Architecture

24 VGO 2 May 2003 Online Gaming Video Gaming over IPv6 vs. IPv4 Gaming over GPRS IPv6 over GPRS Recommendations for Online Gaming Question and Answers

25 VGO 2 May 2003 IPv6 on GPRS

26 VGO 2 May 2003 Why IP on GPRS? Access to a Wide Range of Services Already Available Lower Cost and Faster Development of New Services Easier Internetworking

27 VGO 2 May 2003 Mobile IPv4 Standard IPv4 is not Suitable for Mobile Devices Mobile IPv4 adds Mobility Support to IPv4

28 VGO 2 May 2003 Mobile IPv6 Why do we Need Mobile IPv6? Mobile IPv6 Provides Better Mobility Support –Peer-to-peer capability –Better Routing Mobile IPv6 Provides Better Security

29 VGO 2 May 2003 Mobile IPv6 (cont) IPv6 is Expected to be the Future Internet Protocol Drawbacks: –Performance is Affected Because IPv6 is not Widely Deployed in Internet –Complex to Access IPv4-Only Nodes

30 VGO 2 May 2003 Conclusion Mobile IPv6 is an Improvement Over Mobile IPv4 However there are drawbacks: –Higher delays today affect the gaming experience –No one wants to be the first one Full Potential Only When IPv6 is Widely Deployed 3G Should Accelerate the Adoption of IPv6

31 VGO 2 May 2003 Online Gaming Video Gaming over IPv6 vs. IPv4 Gaming over GPRS IPv6 over GPRS Recommendations for Online Gaming Question and Answers

32 VGO 2 May 2003 Recommendation for Online Gaming No Suitable Protocol –TCP –UDP –Gaming Transport Protocol (GTP) Recommendations –Tried and True –Two categories Protocol Level Application Level

33 VGO 2 May 2003 Aggregation Group Game Events in One Network Packet –Without Aggregation Header Data Lower Total Bandwidth Added Delays of Transmission –With Aggregation Header Data

34 VGO 2 May 2003 Internal Compression 0100011010011111010111000011010001 0100011010011111010111000011010001 110010110101 Reduce the Amount of Bits to Transmit Consider Only the Current Packet –Faster Transmit Time –Less Bandwidth Usage –Added Computation

35 VGO 2 May 2003 External Compression TimePosition 11001 21006 31008 41011 Diff +5 +2 +3 TimePosition 11001 21006 31008 TimePosition 11001 21006 TimePosition 11001 TimePosition Use Previous Information to Reduce the Information Sent

36 VGO 2 May 2003 A|B B|C B | C C|D Received packets A B C D C|D Previous packet copy Carry a copy of the previous data to gain resistens against droped packets and reduce retransmissions.

37 VGO 2 May 2003 Programming Recommendation Affect the Transmission Can Not Be Implemented at the Protocol Level

38 VGO 2 May 2003 Dead reckoning Approximate positions between updates. Less Updates Required Smoothing Algorithm Required

39 VGO 2 May 2003 Area of Interest Intersection Interest management Send, Receive Updates Only for Interesting Data.

40 VGO 2 May 2003 Conclusion Need Gaming Protocol –Targeting The Needs of Online Games And Improve Network Performance –For Easier Development Recommendations Are The Result Implementation for Further Studies

41 VGO 2 May 2003 Online Gaming Video Gaming over IPv6 vs. IPv4 Gaming over GPRS IPv6 over GPRS Recommendations for Online Gaming Question and Answers

42 VGO 2 May 2003 Questions and Answers


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