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Online FPS games: effect of router buffer and multiplexing techniques on subjective quality estimators

机译:在线FPS游戏:路由器缓冲区和多路复用技术对主观质量估算器的影响

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摘要

First Person Shooters are a genre of online games in which users demand a high interactivity, because the actions and the movements are very fast. They usually generate high rates of small packets which have to be delivered to the server within a deadline. When the traffic of a number of players shares the same link, these flows can be aggregated in order to save bandwidth. Certain multiplexing techniques are able to merge a number of packets, in a similar way to voice trunking, creating a bundle which is transmitted using a tunnel. In addition, the headers of the original packets can be compressed by means of standard algorithms. The characteristics of the buffers of the routers which deliver these bundled packets may have a strong influence on the network impairments (mainly delay, jitter and packet loss) which determine the quality of the game. A subjective quality estimator has been used in order to study the mutual influence of the buffer and multiplexing techniques. Taking into account that there exist buffers which size is measured in terms of bytes, and others measured in packets, both kinds of buffers have been tested, using different sizes. Traces from real game parties have been merged in order to obtain the traffic of 20 simultaneous players sharing the same Internet access. The delay and jitter produced by the buffer of the access router have been obtained using simulations. In general, the quality is expected to be reduced as the background traffic grows, but the results show an anomalous region in which the quality rises with the background traffic amount. Small buffers present better subjective quality results than bigger ones. When the total traffic amount gets above the available bandwidth, the buffers measured in bytes add to the packets a fixed delay, which grows with buffer size. They present a jitter peak when the offered traffic is roughly the link capacity. On the other hand, buffers which size is measured in packets add a smaller delay, but they increase packet loss for gaming traffic. The obtained results illustrate the need of knowing the characteristics of the buffer in order to make the correct decision about traffic multiplexing. As a conclusion, it would be interesting for game developers to identify the behaviour of the router buffer so as to adapt the traffic to it.
机译:第一人称射击游戏是一种在线游戏类型,由于动作和动作非常快,因此用户需要很高的交互性。它们通常生成高速率的小数据包,这些小数据包必须在最后期限内传送到服务器。当多个播放器的流量共享同一链路时,可以汇总这些流以节省带宽。某些多路复用技术能够以类似于语音中继的方式合并多个数据包,从而创建使用隧道传输的捆绑。另外,原始分组的报头可以通过标准算法来压缩。传递这些捆绑数据包的路由器缓冲区的特性可能会对决定游戏质量的网络损害(主要是延迟,抖动和数据包丢失)产生重大影响。为了研究缓冲器和多路复用技术的相互影响,已经使用了主观质量估计器。考虑到存在以字节为单位测量大小的缓冲区,以包为单位测量其他缓冲区的大小,两种缓冲区都已使用不同的大小进行了测试。来自真实游戏聚会的踪迹已合并在一起,以获取20个同时共享同一Internet访问的玩家的流量。接入路由器缓冲区产生的延迟和抖动已通过仿真获得。通常,随着背景流量的增加,质量会降低,但是结果显示异常区域的质量会随着背景流量的增加而提高。小缓冲区比大缓冲区呈现更好的主观质量结果。当总流量超过可用带宽时,以字节为单位的缓冲区将为包增加固定的延迟,该延迟随缓冲区的大小而增加。当所提供的流量大致等于链路容量时,它们会出现一个抖动峰值。另一方面,以数据包为单位测量大小的缓冲区会增加较小的延迟,但会增加游戏流量的数据包丢失。获得的结果说明了需要了解缓冲区的特性,以便对流量多路复用做出正确的决定。总之,对于游戏开发人员来说,确定路由器缓冲区的行为以使其适应流量非常有趣。

著录项

  • 来源
    《Multimedia Tools and Applications》 |2014年第3期|1823-1856|共34页
  • 作者单位

    Communication Technologies Group (GTC) - Aragon Inst. of Engineering Research (I3A) Dpt. IEC. Ada Byron Building. EINA University of Zaragoza, 50018 Zaragoza, Spain;

    Communication Technologies Group (GTC) - Aragon Inst. of Engineering Research (I3A) Dpt. IEC. Ada Byron Building. EINA University of Zaragoza, 50018 Zaragoza, Spain;

    Communication Technologies Group (GTC) - Aragon Inst. of Engineering Research (I3A) Dpt. IEC. Ada Byron Building. EINA University of Zaragoza, 50018 Zaragoza, Spain;

    Communication Technologies Group (GTC) - Aragon Inst. of Engineering Research (I3A) Dpt. IEC. Ada Byron Building. EINA University of Zaragoza, 50018 Zaragoza, Spain;

    Communication Technologies Group (GTC) - Aragon Inst. of Engineering Research (I3A) Dpt. IEC. Ada Byron Building. EINA University of Zaragoza, 50018 Zaragoza, Spain;

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  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Gaming; Delay; Multiplexing; Compressing; Measurement; Network games; Quality of Experience; First Person Shooter;

    机译:赌博;延迟;复用;压缩测量;网络游戏;体验质量;第一人称射击;

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