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Game private networks performance: From geolocation to latency to user experience

机译:游戏专用网络性能:从地理位置到延迟到用户体验

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Online games are interactive competitions by players who compete in a virtual environment. The WTFast's Gamers Private Network (GFN®) is a client/server solution that makes online games faster. It connects online video-game players with a common game service across a wide-area network. Response time, latency and its predictability are keys to GPN® success and runs against the vast complexity of internet-wide systems. We have built an experimental network of virtualized GPN® components so as to carefully measure the statistics of latency for distributed Minecraft games and to do so in a controlled laboratory environment. This has led to a better understanding of the coupling between parameters such as: the number of players, the subset of players that are idle or active, the volume of packets exchanged, the size of packets, latency to and from the game servers, and time-series for most of those parameters. In a new experiment described here, we use traceroute measurements and IP-address geolocations to quantify the intuitive correlation in wide-area GPN® that correlates longer message routes to degraded game experience. Our conclusions are related to connection types for different game styles and validate technologies that aim at reducing latency variability through a better control of message routing. This is another small step towards rational, quantified and service-oriented minimization/stabilization of GPN latency by relating explicitly the choice of connection routes with game experience.
机译:在线游戏是由在虚拟环境中竞争的玩家进行的交互式竞赛。 WTFast的玩家专用网络(GFN®)是一种客户端/服务器解决方案,可加快在线游戏的速度。它通过广域网将在线视频游戏玩家与通用游戏服务联系起来。响应时间,等待时间及其可预测性是GPN®成功的关键,并且与整个Internet系统的巨大复杂性背道而驰。我们建立了虚拟GPN®组件的实验网络,以便仔细测量分布式Minecraft游戏的延迟统计数据,并在受控的实验室环境中进行测量。这使人们对参数之间的耦合有了更好的理解,例如:玩家数量,空闲或活动的玩家子集,交换的数据包数量,数据包大小,往返游戏服务器的延迟以及大多数参数的时间序列。在此处描述的新实验中,我们使用跟踪路由测量和IP地址地理位置来量化广域GPN®中的直观关联,该关联将更长的消息路由与退化的游戏体验相关联。我们的结论与不同游戏风格的连接类型有关,并验证了旨在通过更好地控制消息路由来减少延迟可变性的技术。这是朝着合理,量化和面向服务的GPN延迟最小化/稳定化迈出的又一小步,方法是将连接路线的选择与游戏体验明确相关联。

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