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Optimisation of capacity in various 802.11 gaming scenarios

机译:在各种802.11游戏场景中优化容量

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摘要

As IEEE 802.11 WLANs are widely deployed and the popularity of computer games continues increasing, real-time multiplayer games are increasingly played over 802.11 networks. In this paper, we consider the issues of games over 802.11 wireless networks and give a framework to study this kind of applications. A multiplayer game traffic model is produced using Quake 4 as an example. By introducing IEEE 802.11 MAC model, we show how the performance changes as the number of players increases including throughout, delay, jitter and Mean Opinion Score (MOS). Several different network scenarios then are considered. The issue of bottleneck effect at the AP is identified and a solution by using 802.11 parameters (TXOP) is given. Validation is made in our testbed and the technique used in this paper could be applied to improve the performance of other real-time applications over 802.11-like networks.
机译:随着IEEE 802.11 WLAN的广泛部署以及计算机游戏的普及持续增长,实时多人游戏越来越多地通过802.11网络玩。在本文中,我们考虑了802.11无线网络上的游戏问题,并提供了研究此类应用程序的框架。以《雷神之锤4》为例,生成了一个多人游戏流量模型。通过介绍IEEE 802.11 MAC模型,我们展示了性能如何随着播放器数量的增加而变化,包括遍历,延迟,抖动和平均意见得分(MOS)。然后考虑几种不同的网络方案。确定了AP的瓶颈效应问题,并给出了使用802.11参数(TXOP)的解决方案。在我们的测试平台上进行了验证,可以将本文中使用的技术应用于通过类似802.11的网络提高其他实时应用程序的性能。

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