The Effects of Latency on Player Performance and Experience in A
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Cisco 200 Series Smart Switches Administration Guide 1.4.0.X
ADMINISTRATION GUIDE Cisco Small Business 200 Series Smart Switch Administration Guide Table of Contents 1 Table of Contents Chapter 1: Table of Contents 1 Chapter 2: Getting Started 8 Starting the Web-based Configuration Utility 8 Quick Start Device Configuration 12 Interface Naming Conventions 12 Window Navigation 14 Chapter 3: Status and Statistics 18 System Summary 18 Ethernet Interfaces 18 Etherlike Statistics 19 802.1X EAP Statistics 20 Health 21 RMON 22 View Log 29 Chapter 4: Administration: System Log 30 Setting System Log Settings 30 Setting Remote Logging Settings 32 Viewing Memory Logs 33 Chapter 5: Administration: File Management 35 System Files 35 Upgrade/Backup Firmware/Language 38 Download/Backup Configuration/Log 41 Cisco Small Business 200 Series Smart Switch Administration Guide 1 Table of Contents 1 Configuration Files Properties 46 Copy/Save Configuration 46 Auto Configuration/Image Update via DHCP 48 56 Chapter 6: Administration 57 Device Models 57 System Settings 59 Management Interface 61 User Accounts 61 Defining Idle Session Timeout 61 Time Settings 62 System Log 62 File Management 62 Rebooting the Device 62 Health 64 Diagnostics 65 Discovery - Bonjour 65 Discovery - LLDP 66 Discovery - CDP 66 Ping 66 Chapter 7: Administration: Time Settings 68 System Time Options 68 SNTP Modes 70 Configuring System Time 70 Chapter 8: Administration: Diagnostics 77 Copper Ports Tests 77 Displaying Optical Module Status 79 Cisco Small Business 200 Series Smart Switch Administration Guide 2 Table of Contents 1 Configuring Port and -
Latency and Throughput Optimization in Modern Networks: a Comprehensive Survey Amir Mirzaeinnia, Mehdi Mirzaeinia, and Abdelmounaam Rezgui
READY TO SUBMIT TO IEEE COMMUNICATIONS SURVEYS & TUTORIALS JOURNAL 1 Latency and Throughput Optimization in Modern Networks: A Comprehensive Survey Amir Mirzaeinnia, Mehdi Mirzaeinia, and Abdelmounaam Rezgui Abstract—Modern applications are highly sensitive to com- On one hand every user likes to send and receive their munication delays and throughput. This paper surveys major data as quickly as possible. On the other hand the network attempts on reducing latency and increasing the throughput. infrastructure that connects users has limited capacities and These methods are surveyed on different networks and surrond- ings such as wired networks, wireless networks, application layer these are usually shared among users. There are some tech- transport control, Remote Direct Memory Access, and machine nologies that dedicate their resources to some users but they learning based transport control, are not very much commonly used. The reason is that although Index Terms—Rate and Congestion Control , Internet, Data dedicated resources are more secure they are more expensive Center, 5G, Cellular Networks, Remote Direct Memory Access, to implement. Sharing a physical channel among multiple Named Data Network, Machine Learning transmitters needs a technique to control their rate in proper time. The very first congestion network collapse was observed and reported by Van Jacobson in 1986. This caused about a I. INTRODUCTION thousand time rate reduction from 32kbps to 40bps [3] which Recent applications such as Virtual Reality (VR), au- is about a thousand times rate reduction. Since then very tonomous cars or aerial vehicles, and telehealth need high different variations of the Transport Control Protocol (TCP) throughput and low latency communication. -
Measuring Latency Variation in the Internet
Measuring Latency Variation in the Internet Toke Høiland-Jørgensen Bengt Ahlgren Per Hurtig Dept of Computer Science SICS Dept of Computer Science Karlstad University, Sweden Box 1263, 164 29 Kista Karlstad University, Sweden toke.hoiland- Sweden [email protected] [email protected] [email protected] Anna Brunstrom Dept of Computer Science Karlstad University, Sweden [email protected] ABSTRACT 1. INTRODUCTION We analyse two complementary datasets to quantify the la- As applications turn ever more interactive, network la- tency variation experienced by internet end-users: (i) a large- tency plays an increasingly important role for their perfor- scale active measurement dataset (from the Measurement mance. The end-goal is to get as close as possible to the Lab Network Diagnostic Tool) which shed light on long- physical limitations of the speed of light [25]. However, to- term trends and regional differences; and (ii) passive mea- day the latency of internet connections is often larger than it surement data from an access aggregation link which is used needs to be. In this work we set out to quantify how much. to analyse the edge links closest to the user. Having this information available is important to guide work The analysis shows that variation in latency is both com- that sets out to improve the latency behaviour of the inter- mon and of significant magnitude, with two thirds of sam- net; and for authors of latency-sensitive applications (such ples exceeding 100 ms of variation. The variation is seen as Voice over IP, or even many web applications) that seek within single connections as well as between connections to to predict the performance they can expect from the network. -
Evaluating the Latency Impact of Ipv6 on a High Frequency Trading System
Evaluating the Latency Impact of IPv6 on a High Frequency Trading System Nereus Lobo, Vaibhav Malik, Chris Donnally, Seth Jahne, Harshil Jhaveri [email protected] , [email protected] , [email protected] , [email protected] , [email protected] A capstone paper submitted as partial fulfillment of the requirements for the degree of Masters in Interdisciplinary Telecommunications at the University of Colorado, Boulder, 4 May 2012. Project directed by Dr. Pieter Poll and Professor Andrew Crain. 1 Introduction Employing latency-dependent strategies, financial trading firms rely on trade execution speed to obtain a price advantage on an asset in order to earn a profit of a fraction of a cent per asset share [1]. Through successful execution of these strategies, trading firms are able to realize profits on the order of billions of dollars per year [2]. The key to success for these trading strategies are ultra-low latency processing and networking systems, henceforth called High Frequency Trading (HFT) systems, which enable trading firms to execute orders with the necessary speed to realize a profit [1]. However, competition from other trading firms magnifies the need to achieve the lowest latency possible. A 1 µs latency disadvantage can result in unrealized profits on the order of $1 million per day [3]. For this reason, trading firms spend billions of dollars on their data center infrastructure to ensure the lowest propagation delay possible [4]. Further, trading firms have expanded their focus on latency optimization to other aspects of their trading infrastructure including application performance, inter-application messaging performance, and network infrastructure modernization [5]. -
Esports: a Network Focus
Esports: A Network Focus ©2019 Extreme Networks, Inc. All rights reserved Esports: A Network Focus ESPORTS Latency/ Visibility Security ClouD/ISP Tools/Network- Performance #1 Management 2 ©2019 Extreme Networks, Inc. All rights reserved Esports: A Network Focus Latency/Jitter “Anything over 1 or 2 Mbps download speed is going to be sufficient for most online gaming. - What matters for online gamers is low latency. Latency (defined as the average time it takes a network packet to travel from you, to a server, and back) is that lag you can sometimes see online, be it in a web page download stuttering or game struggling to keep up.” IND (Interpolation Delay) is in some games Stat’s Display. IND is the small buffer of time between when your client gets information from the server, and when it's shown to you in the game. This is normally around 50-60ms for normal games. RTT (RounD Trip Time) https://www.imperva.com/learn/performance/round-trip-time-rtt/ Round-trip time (RTT) is the duration, measured in milliseconds, from when a browser sends a request to when it receives a response from a server. It’s a key performance metric for web applications and one of the main factors, along with Time to First Byte (TTFB), when measuring page load time and network latency Protocols Online gaming uses TCP for non-critical traffic such as chat, game lobbies, etc. The Game traffic uses UDP. 3 ©2019 Extreme Networks, Inc. All rights reserved Esports: A Network Focus Visibility If you can’t see it, you can’t manage it. -
Low-Latency Networking: Where Latency Lurks and How to Tame It Xiaolin Jiang, Hossein S
1 Low-latency Networking: Where Latency Lurks and How to Tame It Xiaolin Jiang, Hossein S. Ghadikolaei, Student Member, IEEE, Gabor Fodor, Senior Member, IEEE, Eytan Modiano, Fellow, IEEE, Zhibo Pang, Senior Member, IEEE, Michele Zorzi, Fellow, IEEE, and Carlo Fischione Member, IEEE Abstract—While the current generation of mobile and fixed The second step in the communication networks revolutions communication networks has been standardized for mobile has made PSTN indistinguishable from our everyday life. Such broadband services, the next generation is driven by the vision step is the Global System for Mobile (GSM) communication of the Internet of Things and mission critical communication services requiring latency in the order of milliseconds or sub- standards suite. In the beginning of the 2000, GSM has become milliseconds. However, these new stringent requirements have a the most widely spread mobile communications system, thanks large technical impact on the design of all layers of the commu- to the support for users mobility, subscriber identity confiden- nication protocol stack. The cross layer interactions are complex tiality, subscriber authentication as well as confidentiality of due to the multiple design principles and technologies that user traffic and signaling [4]. The PSTN and its extension via contribute to the layers’ design and fundamental performance limitations. We will be able to develop low-latency networks only the GSM wireless access networks have been a tremendous if we address the problem of these complex interactions from the success in terms of Weiser’s vision, and also paved the way new point of view of sub-milliseconds latency. In this article, we for new business models built around mobility, high reliability, propose a holistic analysis and classification of the main design and latency as required from the perspective of voice services. -
Simulation and Comparison of Various Scheduling Algorithm for Improving the Interrupt Latency of Real –Time Kernal
Journal of Computer Science and Applications. ISSN 2231-1270 Volume 6, Number 2 (2014), pp. 115-123 © International Research Publication House http://www.irphouse.com Simulation And Comparison of Various Scheduling Algorithm For Improving The Interrupt Latency of Real –Time Kernal 1.Lavanya Dhanesh 2.Dr.P.Murugesan 1.Research Scholar, Sathyabama University, Chennai, India. 2.Professor, S.A. Engineering College, Chennai, India. Email:1. [email protected] Abstract The main objective of the research is to improve the performance of the Real- time Interrupt Latency using Pre-emptive task Scheduling Algorithm. Interrupt Latency provides an important metric in increasing the performance of the Real Time Kernal So far the research has been investigated with respect to real-time latency reduction to improve the task switching as well the performance of the CPU. Based on the literature survey, the pre-emptive task scheduling plays an vital role in increasing the performance of the interrupt latency. A general disadvantage of the non-preemptive discipline is that it introduces additional blocking time in higher priority tasks, so reducing schedulability . If the interrupt latency is increased the task switching delay shall be increasing with respect to each task. Hence most of the research work has been focussed to reduce interrupt latency by many methods. The key area identified is, we cannot control the hardware interrupt delay but we can improve the Interrupt service as quick as possible by reducing the no of preemptions. Based on this idea, so many researches has been involved to optimize the pre-emptive scheduling scheme to reduce the real-time interrupt latency. -
ENSURING the GAME IS ALWAYS “ON” High-Performance, Highly Granular and Versatile Ddos Mitigation for Gaming Providers
SOLUTION BRIEF ENSURING THE GAME IS ALWAYS “ON” High-performance, Highly Granular and Versatile DDoS Mitigation for Gaming Providers The online gaming industry is constantly combating Distributed Denial of Service Challenge: (DDoS) attacks, and the media provides many examples of “hacker” groups claiming Gaming providers need to ensure service responsibility for taking down many online games. The motives for deploying such uptime under all circumstances, as attacks vary from extortion and competitive, to retaliation and boasting. degraded availability leads to revenue and reputation loss. The gaming Online services known as “booters” or “stress testers” or even DDoS-as-a-Service industry accounts for more than a (DDoSaaS) are readily available. Anyone can go online, anonymously pay through bitcoin third of all DDoS attacks, while the and have their victim of choice booted off the Net. attacks themselves continue to increase Online video games are now mostly hosted by the software companies that create in frequency, persistence, size and the gaming software, or the gaming platform. This centralized position unfortunately sophistication. creates a focal point for DDoS attacks, whereas gamer-to-gamer attacks are a problem Solution: on the Internet Service Provider (ISP) level. Together with government and ISPs, gaming Thunder TPS provides a high- providers (both video games and gambling) stand out as the most likely DDoS targets, performance, versatile and highly accounting for more than a third of all DDoS attacks. And combating them is critically configurable DDoS solution that important to these businesses, as the availability of online gaming services directly delivers automated threat detection and relates to an organization’s revenue, as well as its reputation. -
Mobile Cloud Gaming: the Real-World Cloud Gaming Experience in Los Angeles
Mobile cloud gaming: the real-world cloud gaming experience in Los Angeles 2 Table of contents 4 The cloud gaming landscape is booming With the arrival of 5G, more and more gamers are putting away their consoles and replacing them with cloud-based games that can be enjoyed anywhere and everywhere they go—and on any connected device they choose. To show you what to expect in terms of the quality of the mobile cloud gaming experience, we looked at multiple elements of gaming, including the bare minimum download speeds This report shows which carriers in Los Angeles can deliver a smooth mobile cloud and latency established by three major gaming platforms: gaming experience for both casual games in standard definition and multiplayer online games in high definition on 4G LTE compared to 5G. Why did we choose Los Angeles? LA is a city of innovation, a driver of entertainment Steam trends, and one of the first markets where all four carriers offered 5G services. Google Microsoft Remote What better place to look closely at how 5G might help transform the gaming Stadia xCloud experience? Read on to see what to expect in terms of the real-world mobile cloud Play gaming experience in Los Angeles. Using the bare minimum speed and latency requirements set by those platforms, we took results from our most recent mobile performance testing in Los Angeles in the first half of 2020 to show which carriers are capable of delivering smooth mobile cloud gaming experiences on both 4G LTE and 5G. IHS Markit expects the cloud gaming content and services markets to grow from We looked at gaming across two broad categories at two different resolutions: $387 million in 2018 to $2.5 billion in 2023, with 5G driving much of that growth. -
The Controversy of Star Wars: Battlefront 2 and the Influencers That Fueled the Fire
The controversy of Star Wars: Battlefront 2 and the influencers that fueled the fire By Johan Forsberg JMK, Institution of media studies Bachelor’s thesis 15 points Medie- och kommunikationsvetenskap – kandidatkurs 30 hp Autumn term of 2018 Mentor: Jonas Jonsson Abstract The video game industry is an industry that has lately come to use and abuse the user the collective intelligence of social media. Corporations have come to rely on their communities as a form of free labor; instead of letting paid testers at the company judge the product, they have chosen to let users on social media communities do this for free. In the case of Star Wars: Battlefront 2, gamers even had to pay to play the beta version of the game. The purpose of this thesis was to investigate how the release of the beta unfolded, with the user responses that followed and finally how EA Games chose to respond. Consumers, YouTubers and journalists alike gave the beta version of the game heavy criticism for being exploitative, almost gambling-like in nature. This thesis analyzed the language used in some of the key posts, reviews and videos surrounding the video game. It also analyzed Walt Disney’s impact on the decisions by EA Games. The study concludes that the controversy ultimately failed to damage EA Games in any long- lasting way, as a year later the stock value of the company has grown by 50%. The essay also concludes that EA Games chose to take immediate action not because of criticism from the media, but because of pressure from stakeholder Walt Disney. -
In the Digital Games Medium
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 7-15-2009 L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium Steven Andrew Boyer Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Boyer, Steven Andrew, "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Thesis, Georgia State University, 2009. https://scholarworks.gsu.edu/communication_theses/53 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. L337 SOCCER MOMS CONCEPTIONS OF “HARDCORE” AND “CASUAL” IN THE DIGITAL GAMES MEDIUM by STEVEN BOYER Under the Direction of Ted Friedman ABSTRACT As digital games have become increasingly significant in the entertainment media landscape, the terms “casual” and “hardcore” have become the primary ways to describe gaming audiences, genres, and gameplay. However, these terms are saturated with outdated stereotypes involving gender, age, and class. Focusing on industrial discourse, this thesis examines this dichotomy, emphasizing areas of discontinuity and overlap to question why these terms have become so ubiquitous in gaming discourse and what functions they fulfill for a variety of groups including the industry, advertisers, and audience members. Ultimately, I suggest that these terms need to be replaced in order to move beyond restrictive stereotypes, proposing a new framework for digital games that takes into consideration user motivation, personal investment, and historical specificity. -
Input Latency Detection in Expert-Level Gamers an Experiment in Visuomotor Perception
Input Latency Detection in Expert-Level Gamers An experiment in visuomotor perception Eryk Banatt Stefan Uddenberg and Brian Scholl Yale University Department of Cognitive Science Running Head : Input Latency Detection Email : [email protected] Phone : 973-945-5263 Word Count : 5205 words Version : 4/21/17 (submitted draft) Abstract (278 words) As video games have evolved more and more sophisticated, a market has emerged for people to use video games as a medium for competition, called “electronic sports” or “esports.” With such a market, manufacturers have started creating peripherals aimed at the highest level, much like a sports equipment manufacturer would create tennis rackets or shoes. Among these are monitors Input Latency Detection 2 that have very short delays between an input and the screen updating with that input. The most advanced monitors have delays in the milliseconds, but some sub-communities prefer older screens over newer ones based upon the claim that the greater delay of newer monitors is noticeably distracting – there have been complaints from top-level competitors on delays of as small as 2ms, whereas most people, even in these communities, seem to not even notice delays of significantly longer than that. This project ran an experiment to assess the validity of input latency detection differences among populations, to see if there was a noticeable correlation between level of expertise and ability to detect finer and finer levels of delay. To be precise, this experiment attempted to determine if population differences in latency detection existed at all, and if they are domain-specific (i.e. gaming experts can detect it, but only in their own game) or generalizable (i.e.