The Effects of Latency, Bandwidth, and Packet Loss on Cloud-Based Gaming Services
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Dynamic Content Delivery Infrastructure Deployment Using Network Cloud Resources
Technische Universität Berlin Fakultät für Elektrotechnik und Informatik Lehrstuhl für Intelligente Netze und Management Verteilter Systeme Dynamic Content Delivery Infrastructure Deployment using Network Cloud Resources vorgelegt von Benjamin Frank (M.Sc.) aus Oldenburg Fakultät IV – Elektrotechnik und Informatik der Technischen Universität Berlin zur Erlangung des akademischen Grades Doktor der Ingenieurwissenschaften - Dr.-Ing. - genehmigte Dissertation Promotionsausschuss: Vorsitzender: Prof. Dr. Jean-Pierre Seifert, Technische Universität Berlin, Germany Gutachterin: Prof. Anja Feldmann, Ph. D., Technische Universität Berlin, Germany Gutachter: Prof. Bruce M. Maggs, Ph. D., Duke University, NC, USA Gutachter: Prof. Steve Uhlig, Ph. D., Queen Mary, University of London, UK Gutachter: Georgios Smaragdakis, Ph. D., Technische Universität Berlin, Germany Tag der wissenschaftlichen Aussprache: 16. Dezember 2013 Berlin 2014 D 83 Eidesstattliche Erklärung Ich versichere an Eides statt, dass ich diese Dissertation selbständig verfasst und nur die angegebenen Quellen und Hilfsmittel verwendet habe. Datum Benjamin Frank (M.Sc.) 3 Abstract Millions of people value the Internet for the content and the applications it makes available. To cope with the increasing end-user demand for popular and often high volume content, e.g., high-definition video or online social networks, massively dis- tributed Content Delivery Infrastructures (CDIs) have been deployed. However, a highly competitive market requires CDIs to constantly investigate new ways to reduce operational costs and improve delivery performance. Today, CDIs mainly suffer from limited agility in server deployment and are largely unaware of network conditions and precise end-user locations, information that improves the efficiency and performance of content delivery. While newly emerging architectures try to address these challenges, none so far considered collaboration, although ISPs have the information readily at hand. -
Uila Supported Apps
Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage. -
Traffic Management in Multi-Service Access Networks
MARKETING REPORT MR-404 Traffic Management in Multi-Service Access Networks Issue: 01 Issue Date: September 2017 © The Broadband Forum. All rights reserved. Traffic Management in Multi-Service Access Networks MR-404 Issue History Issue Approval date Publication Date Issue Editor Changes Number 01 4 September 2017 13 October 2017 Christele Bouchat, Original Nokia Comments or questions about this Broadband Forum Marketing Draft should be directed to [email protected] Editors Francois Fredricx Nokia [email protected] Florian Damas Nokia [email protected] Ing-Jyh Tsang Nokia [email protected] Innovation Christele Bouchat Nokia [email protected] Leadership Mauro Tilocca Telecom Italia [email protected] September 2017 © The Broadband Forum. All rights reserved 2 of 16 Traffic Management in Multi-Service Access Networks MR-404 Executive Summary Traffic Management is a widespread industry practice for ensuring that networks operate efficiently, including mechanisms such as queueing, routing, restricting or rationing certain traffic on a network, and/or giving priority to some types of traffic under certain network conditions, or at all times. The goal is to minimize the impact of congestion in networks on the traffic’s Quality of Service. It can be used to achieve certain performance goals, and its careful application can ultimately improve the quality of an end user's experience in a technically and economically sound way, without detracting from the experience of others. Several Traffic Management mechanisms are vital for a functioning Internet carrying all sorts of Over-the-Top (OTT) applications in “Best Effort” mode. Another set of Traffic Management mechanisms is also used in networks involved in a multi-service context, to provide differentiated treatment of various services (e.g. -
Analysing TCP Performance When Link Experiencing Packet Loss
Analysing TCP performance when link experiencing packet loss Master of Science Thesis [in the Programme Networks and Distributed System] SHAHRIN CHOWDHURY KANIZ FATEMA Chalmers University of Technology University of Gothenburg Department of Computer Science and Engineering Göteborg, Sweden, October 2013 The Author grants to Chalmers University of Technology and University of Gothenburg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Analysing TCP performance when link experiencing packet loss SHAHRIN CHOWDHURY, KANIZ FATEMA © SHAHRIN CHOWDHURY, October 2013. © KANIZ FATEMA, October 2013. Examiner: TOMAS OLOVSSON Chalmers University of Technology University of Gothenburg Department of Computer Science and Engineering SE-412 96 Göteborg Sweden Telephone + 46 (0)31-772 1000 Department of Computer Science and Engineering Göteborg, Sweden October 2013 Acknowledgement We are grateful to our supervisor and examiner Tomas Olovsson for his valuable time and assistance in compilation for this thesis. -
Game Streaming Service Onlive Coming to Tablets 8 December 2011, by BARBARA ORTUTAY , AP Technology Writer
Game streaming service OnLive coming to tablets 8 December 2011, By BARBARA ORTUTAY , AP Technology Writer high-definition gaming consoles such as the Xbox 360 and the PlayStation 3. But when they are streamed, the games technically "play" on OnLive's remote servers and are piped onto players' phones, tablets or computers. OnLive users in the U.S. and the U.K. will be able This product image provided by OnLive Inc, shows to use the mobile and tablet service. Games tablets displaying a variety of games using the OnLive available include "L.A. Noire" from Take-Two game controller. OnLive Inc. said Thursday, Dec. 8, Interactive Software Inc. and "Batman: Arkham 2011, that it will now stream console-quality games on City." The games can be played either using the tablets and phones using a mobile application. (AP gadgets' touch screens or via OnLive's game Photo/OnLive Inc.) controller, which looks similar to what's used to play the Xbox or PlayStation. Though OnLive's service has gained traction (AP) -- OnLive, the startup whose technology among gamers, it has yet to reach a mass market streams high-end video games over an Internet audience. connection, is expanding its service to tablets and mobile devices. ©2011 The Associated Press. All rights reserved. This material may not be published, broadcast, OnLive Inc. said Thursday that it will now stream rewritten or redistributed. console-quality games on tablets and phones using a mobile application. Users could already stream such games using OnLive's "microconsole," a cassette-tape sized gadget attached to their TV sets, or on computers. -
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 -
Adaptive Method for Packet Loss Types in Iot: an Naive Bayes Distinguisher
electronics Article Adaptive Method for Packet Loss Types in IoT: An Naive Bayes Distinguisher Yating Chen , Lingyun Lu *, Xiaohan Yu * and Xiang Li School of Computer and Information Technology, Beijing Jiaotong University, Beijing 100044, China; [email protected] (Y.C.); [email protected] (X.L.) * Correspondence: [email protected] (L.L.); [email protected] (X.Y.) Received: 31 December 2018; Accepted: 23 January 2019; Published: 28 January 2019 Abstract: With the rapid development of IoT (Internet of Things), massive data is delivered through trillions of interconnected smart devices. The heterogeneous networks trigger frequently the congestion and influence indirectly the application of IoT. The traditional TCP will highly possible to be reformed supporting the IoT. In this paper, we find the different characteristics of packet loss in hybrid wireless and wired channels, and develop a novel congestion control called NB-TCP (Naive Bayesian) in IoT. NB-TCP constructs a Naive Bayesian distinguisher model, which can capture the packet loss state and effectively classify the packet loss types from the wireless or the wired. More importantly, it cannot cause too much load on the network, but has fast classification speed, high accuracy and stability. Simulation results using NS2 show that NB-TCP achieves up to 0.95 classification accuracy and achieves good throughput, fairness and friendliness in the hybrid network. Keywords: Internet of Things; wired/wireless hybrid network; TCP; naive bayesian model 1. Introduction The Internet of Things (IoT) is a new network industry based on Internet, mobile communication networks and other technologies, which has wide applications in industrial production, intelligent transportation, environmental monitoring and smart homes. -
Video Games Review DRAFT5-16
Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends .......................................................................................................... -
A Comparison of Voip Performance on Ipv6 and Ipv4 Networks
A Comparison of VoIP Performance on IPv6 and IPv4 Networks Roman Yasinovskyy, Alexander L. Wijesinha, Ramesh K. Karne, and Gholam Khaksari Towson University increasingly used on the Internet today. The increase Abstract—We compare VoIP performance on IPv6 in IPv6 packet size due to the larger addresses is and IPv4 LANs in the presence of varying levels of partly offset by a streamlined header with optional background UDP traffic. A conventional softphone is extension headers (the header fields in IPv4 for used to make calls and a bare PC (operating system- fragmentation support and checksum are eliminated less) softphone is used as a control to determine the impact of system overhead. The performance measures in IPv6). are maximum and mean delta (the time between the As the growing popularity of VoIP will make it a arrival of voice packets), maximum and mean jitter, significant component of traffic in the future Internet, packet loss, MOS (Mean Opinion Score), and it is of interest to compare VoIP performance over throughput. We also determine the relative frequency IPv6 and IPv4. The results would help to determine if distribution for delta. It is found that mean values of there are any differences in VoIP performance over delta for IPv4 and IPv6 are similar although maximum values are much higher than the mean and show more IPv6 compared to IPv4 due to overhead resulting variability at higher levels of background traffic. The from the larger IPv6 header (and packet size). We maximum jitter for IPv6 is slightly higher than for IPv4 focus on comparing VoIP performance with IPv6 and but mean jitter values are approximately the same. -
The Effects of Latency on Player Performance and Experience in A
The Effects of Latency on Player Performance and Experience in a Cloud Gaming System Robert Dabrowski, Christian Manuel, Robert Smieja May 7, 2014 An Interactive Qualifying Project Report: submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science Approved by: Professor Mark Claypool, Advisor Professor David Finkel, Advisor This report represents the work of three WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract Due to the increasing popularity of thin client systems for gaming, it is important to un- derstand the effects of different network conditions on users. This paper describes our experiments to determine the effects of latency on player performance and quality of expe- rience (QoE). For our experiments, we collected player scores and subjective ratings from users as they played short game sessions with different amounts of additional latency. We found that QoE ratings and player scores decrease linearly as latency is added. For ev- ery 100 ms of added latency, players reduced their QoE ratings by 14% on average. This information may provide insight to game designers and network engineers on how latency affects the users, allowing them to optimize their systems while understanding the effects on their clients. This experiment design should also prove useful to thin client researchers looking to conduct user studies while controlling not only latency, but also other network conditions like packet loss. Contents 1 Introduction 1 2 Background Research 4 2.1 Thin Client Technology . -
Impact of Packet Losses on the Quality of Video Streaming
Master Thesis Electrical Engineering Thesis no: MEE10:44 June 2010 Impact of Packet Losses on the Quality of Video Streaming JOHN Samson Mwela & OYEKANLU Emmanuel Adebomi School of Computing Internet : www.bth.se/com School of Computing Blekinge Institute of Technology Phone : +46 457 38 50 00 Blekinge Institute of Technology Box 520 Fax : + 46 457 271 25 Box 520 i SE – 371 79Karlskrona SE – 372 25 Ronneby Sweden Sweden This thesis is submitted to the School of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Electrical Engineering. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): JOHN Samson Mwela Blekinge Institute of Technology E-mail: [email protected] OYEKANLU Emmanuel Adebomi Blekinge Institute of Technology E-mail: [email protected] Supervisor Tahir Nawaz Minhas School of Computing Examiner Dr. Patrik Arlos, PhD School of Computing School of Computing Blekinge Institute of Technology Box 520 SE – 371 79 Karlskrona Sweden i ABSTRACT In this thesis, the impact of packet losses on the quality of received videos sent across a network that exhibit normal network perturbations such as jitters, delays, packet drops etc has been examined. Dynamic behavior of a normal network has been simulated using Linux and the Network Emulator (NetEm). Peoples’ perceptions on the quality of the received video were used in rating the qualities of several videos with differing speeds. In accordance with ITU’s guideline of using Mean Opinion Scores (MOS), the effects of packet drops were analyzed. Excel and Matlab were used as tools in analyzing the peoples’ opinions which indicates the impacts that different loss rates has on the transmitted videos. -
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.