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Quality of Service of Online Multiplayer Games over Wireless
                       LAN( IEEE 802.11)
                                                                                                                                                Ashwin Murali
                                                                                                                       Masters in Telecommunications
                                                                                                                    A. James Clark School of Engineering
Abstract                                                                    Method                                                                      Results                                                                   The WME parameters were varied for VI,VO queues.

                                                                                                                                                        Background traffic UDP: 2500pps, 1400 bytes                                  AIFS      CWmin TXOP limit
Online gaming is one of the most rapidly increasing sources of traffic in   Setup a wireless testbed consisting of 5 PC’s and 4 soekris boxes                                                                                     VI  7          4     2048
the modern internet.                                                                                                                                                                                                              VO 1          2      3008
                                                                            Operating System: linux                                                       Interarrival time with traffic
The poster contains the details of the experiments performed to evaluate                                                                                                                                                          Interarrival time with priority queuing
the performance of FPS games over WLAN in the presence of UDP and                                                                                         4 boxes to AP
                                                                            TPlink wireless card
TCP background traffic.                                                                                                                                                                                                           4 boxes to AP
                                                                            Madwifi driver
A wireless testbed of 5 PC’s and soekris boxes was setup to evaluate the
performance of multiplayer games over WLAN.                                 WLAN: 802.11g

Quake 4 by ID software which is one of the most popular FPS games and       Traffic generation
which also has a Linux install version was used for the experiments.
                                                                            MGEN for UDP traffic, Iperf for TCP traffic
Parameters such as packets per second, inter-arrival times and queue size                                                                                         Minor lag at C1, C2
plots were analyzed.                                                                             Game                                  c2
                                                                                                 server                                                                                                                           No lag was observed at C1, C2
The results were compared with those from previous such experiments by                                                                                      AP to 4 boxes
                                                                                      Testbed
other research groups ( Swinburne University of Technology, Simulating                server                          AP
Online Network Games(SONG) database).                                                                                                                                                                                             15 UDP flows were possible as background traffic to the AP before lag
                                                                                                                                                                                                                                  was observed.
Techniques such as queue prioritizing were employed to reduce the delay
                                                                                                                                                                                                                                  Tests were performed with TCP as background traffic.
enhance the game play.
                                                                                                                                                                                                                                  This did not affect the game play as UDP is not TCP friendly.
                                                                                                                                         c1
                                                                                                          soekris                                                                                                                 Conclusion
                                                                                                                                                                   Lag noticed on C1, C2
Introduction                                                                                                                                                                                                                      The lag observed at the clients with background UDP
                                                                                                                    Interarrival time without
                                                                                                                                                             Made changes to AIFS, CWmin, TXOP                                    traffic is mainly due to congestion at the AP.
                                                                              Data collection                       background traffic
                                                                                                                                                             parameters.
Different types of multiplayer games exist.
                                                                              TCPdump was used to
                                                                                                                                                             This did not reduce the lag.
First Person Shooter, Real Time Strategy, Simulation are most popular.        collect data                                                                                                                                        Prioritizing the queues is an option to reduce the lag and
                                                                                                                                                                                                                                  enhance the game play.
FPS: Quake, Unreal Tournament                                                 MATLAB/GNUplot used                                                             Tests with the wireless driver modified
RTS: Age of Empires, Warcraft                                                 to plot the graphs                                                                                                                                  However this does not eliminate the lag completely.
                                                                                                                                                               The wireless driver was modified to include different queues for
Different games use different transport layer protocols:                      Game traffic:                                                                    gaming and background traffic.
FPS games: UDP                                                                Server to client::~200                                                                                                                              Variation of WME parameters such as AIFN, CWmin and
RTS games: TCP                                                                bytes                                                                            The traffic was differentiated based on packet size.               TXOP limit along with priority queuing should also be
                                                                              Client to server:50-80
                                                                              bytes                                                                            Highest priority AC_VO queue was used for game traffic.
                                                                                                                                                                                                                                  considered.
Netwrok Architecture:
FPS games use a client-server model as opposed to a peer tp peer model
used by RTS games.                                                            Interarrival time                                                                For background traffic initially AC_BE queue was used.
                                                                              At server: 15ms
Game times in FPS games are usually short.                                    At client: 85-95ms                                                               However the WME parameters of the AC_BE queue at the AP
                                                                                                                                                               could not be changed.
FPS games are most sensitive to delay( <150ms).                               Packets per second
                                                                              At servr: 14                                                                     AC_VI queue was used instead.
                                                                                                                                                                                                                                  Acknowledgements
The varied performance of the IEEE 802.11 standard has tended to make         At client: 14                                                                                                                                       Research described in the poster was supervised by Dr.
                                                                                                                       Over LAN                                Lag was observed on both C1 and C2.
WLANs unsuitable for FPS games.                                                                                                                                                                                                   Douglas Leith, Director, Hamilton Institute, Ireland and
                                                                                                                                                                                                                                  Dr. David Malone, Hamilton Institute and supported by
                                                                                                                                                                                                                                  the Science Foundation Ireland.

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QoS of multiplayer games over 802.11

  • 1. Quality of Service of Online Multiplayer Games over Wireless LAN( IEEE 802.11) Ashwin Murali Masters in Telecommunications A. James Clark School of Engineering Abstract Method Results The WME parameters were varied for VI,VO queues. Background traffic UDP: 2500pps, 1400 bytes AIFS CWmin TXOP limit Online gaming is one of the most rapidly increasing sources of traffic in Setup a wireless testbed consisting of 5 PC’s and 4 soekris boxes VI 7 4 2048 the modern internet. VO 1 2 3008 Operating System: linux Interarrival time with traffic The poster contains the details of the experiments performed to evaluate Interarrival time with priority queuing the performance of FPS games over WLAN in the presence of UDP and 4 boxes to AP TPlink wireless card TCP background traffic. 4 boxes to AP Madwifi driver A wireless testbed of 5 PC’s and soekris boxes was setup to evaluate the performance of multiplayer games over WLAN. WLAN: 802.11g Quake 4 by ID software which is one of the most popular FPS games and Traffic generation which also has a Linux install version was used for the experiments. MGEN for UDP traffic, Iperf for TCP traffic Parameters such as packets per second, inter-arrival times and queue size Minor lag at C1, C2 plots were analyzed. Game c2 server No lag was observed at C1, C2 The results were compared with those from previous such experiments by AP to 4 boxes Testbed other research groups ( Swinburne University of Technology, Simulating server AP Online Network Games(SONG) database). 15 UDP flows were possible as background traffic to the AP before lag was observed. Techniques such as queue prioritizing were employed to reduce the delay Tests were performed with TCP as background traffic. enhance the game play. This did not affect the game play as UDP is not TCP friendly. c1 soekris Conclusion Lag noticed on C1, C2 Introduction The lag observed at the clients with background UDP Interarrival time without Made changes to AIFS, CWmin, TXOP traffic is mainly due to congestion at the AP. Data collection background traffic parameters. Different types of multiplayer games exist. TCPdump was used to This did not reduce the lag. First Person Shooter, Real Time Strategy, Simulation are most popular. collect data Prioritizing the queues is an option to reduce the lag and enhance the game play. FPS: Quake, Unreal Tournament MATLAB/GNUplot used Tests with the wireless driver modified RTS: Age of Empires, Warcraft to plot the graphs However this does not eliminate the lag completely. The wireless driver was modified to include different queues for Different games use different transport layer protocols: Game traffic: gaming and background traffic. FPS games: UDP Server to client::~200 Variation of WME parameters such as AIFN, CWmin and RTS games: TCP bytes The traffic was differentiated based on packet size. TXOP limit along with priority queuing should also be Client to server:50-80 bytes Highest priority AC_VO queue was used for game traffic. considered. Netwrok Architecture: FPS games use a client-server model as opposed to a peer tp peer model used by RTS games. Interarrival time For background traffic initially AC_BE queue was used. At server: 15ms Game times in FPS games are usually short. At client: 85-95ms However the WME parameters of the AC_BE queue at the AP could not be changed. FPS games are most sensitive to delay( <150ms). Packets per second At servr: 14 AC_VI queue was used instead. Acknowledgements The varied performance of the IEEE 802.11 standard has tended to make At client: 14 Research described in the poster was supervised by Dr. Over LAN Lag was observed on both C1 and C2. WLANs unsuitable for FPS games. Douglas Leith, Director, Hamilton Institute, Ireland and Dr. David Malone, Hamilton Institute and supported by the Science Foundation Ireland.