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An Empirical Evaluation of  TCP Performance in Online Games Kuan-Ta Chen National Taiwan University Chun-Ying Huang  Polly Huang Chin-Laung Lei Collaborators: ACE 2006
Talk Outline ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Motivation ,[object Object],[object Object],[object Object],[object Object],[object Object],Dark Age of Camelot TCP+UDP EverQuest, Star Wars Galaxies, City of Heroes, Ultima Online, Asherons Call, Final Fantasy XI UDP World of Warcraft, Lineage I/II, Guild Wars, Ragnarok Online, Anarchy Online, Mabinogi MMORPGs TCP Protocol
Motivation (cont.) Q1: Is TCP appropriate for MMORPGs? Q2: If not, how to design a suitable protocol? We try to answer these problems by empirical evidence.
Key Contributions / Findings ,[object Object],[object Object],[object Object]
神州  Online ,[object Object],[object Object],[object Object],It’s me ShenZhou Online
Trace Collection 20 hours Trace Time 58.5 TB # Bytes 1,356 million # Packets 112,369 # TCP Conn
Game Traffic Characteristics ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
TCP Performance Analysis ,[object Object],[object Object],[object Object],[object Object]
Protocol Overhead 38% packets  are TCP  ACK  packets 46% bandwidth  are used by  TCP/IP   headers
In-Order Delivery ,[object Object],[object Object],1 2 3 4 6 7 5 Game application Game client Game server Internet TCP Data Buffer Missing data Cannot be processed until missing data are supplied (thus additional delay will be incurred)
In-Order Delivery is  Not  Always Required ,[object Object],[object Object],Packet  1 (X=10, Y=10) Processing packet 3  without  waiting for packet 2 is  OK   and leads to  more smooth game play Packet 2 (X=20, Y=12) Packet 3 (X=40, Y=5) X
Overhead of In-Order Delivery ,[object Object],[object Object],[object Object],[object Object]
The Effect of In-Order Delivery on RTT 7%   connections  incurred more than  20% additional average RTTs .
The Effect of In-Order Delivery on RTT Jitter 22% connections  incurred more than  100% additional RTT jitters . 6% connections  incurred more than  200% additional   RTT jitters . (std. dev. of RTTs)
Unbounded Congestion Window ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Unnecessary Congestion Window Reset ,[object Object],[object Object],[object Object],[object Object]
Loss Recovery -- Retransmission TimeOut ,[object Object],Receiver Time Data Retransmission Timeout (RTO) X Sender Data Re-transmit
Loss Recovery -- Fast Retransmit ,[object Object],Sender Receiver Time ACK Retransmission Timeout (RTO) X Data Fast-retransmit DUP ACKs
The Failure of Fast Retransmit ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Performance Impact on User Experience ,[object Object],[object Object],[object Object],[object Object],exp((0.124 – 0.077) ×  4.54 ) ≈ 1.24 l o g ( d e p a r t u r e r a t e ) / 1 9 : 2 £ r t t + 4 : 5 4 £ r t t : j i t t e r + 0 : 7 £ l o g ( c l o s s ) + 0 : 4 5 £ l o g ( s l o s s )
Protocol Design Guidelines (1) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Protocol Design Guidelines (2) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Protocol Design Guidelines (3) ,[object Object],[object Object],[object Object],[object Object],[object Object]
Summary ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Thank You! Kuan-Ta Chen

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An Empirical Evaluation of TCP Performance in Online Games

  • 1. An Empirical Evaluation of TCP Performance in Online Games Kuan-Ta Chen National Taiwan University Chun-Ying Huang Polly Huang Chin-Laung Lei Collaborators: ACE 2006
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  • 4. Motivation (cont.) Q1: Is TCP appropriate for MMORPGs? Q2: If not, how to design a suitable protocol? We try to answer these problems by empirical evidence.
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  • 7. Trace Collection 20 hours Trace Time 58.5 TB # Bytes 1,356 million # Packets 112,369 # TCP Conn
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  • 10. Protocol Overhead 38% packets are TCP ACK packets 46% bandwidth are used by TCP/IP headers
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  • 14. The Effect of In-Order Delivery on RTT 7% connections incurred more than 20% additional average RTTs .
  • 15. The Effect of In-Order Delivery on RTT Jitter 22% connections incurred more than 100% additional RTT jitters . 6% connections incurred more than 200% additional RTT jitters . (std. dev. of RTTs)
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