pps BWRa IPv4 BWRa IPv6

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Unreal T 2003. Unreal 2.0. 29.5. 25. 62%. 46%. Quake III. Id Tech 3. 36.15. 93. 65%. 50%. Quake II. Id Tech 2. 37. 26.38. 66%. 51%. Counter Strike. GoldSrc.
GTC

Communication Technologies Group

GTC

Communication Technologies Group

VoIP, games

Web, p2p

UDP

TCP IP

eth

WIFI

VoIP, games

Web, p2p

UDP

TCP IP

eth

WIFI

VoIP, games

Web, p2p

UDP

TCP IP

eth

WIFI

Are you getting all of this?

No, slow down, so I can save it accurately

Are you getting all of this?

Who cares! Just send it faster!

UDP

40 50 60 70 80 90 100 110 bytes

10

20

30

40 50 ms

60

70

η=61/89=68%

1 packet

2 multiplexed packets Added delay

Added delay

Added delay

3 multiplexed packets Added delay

Added delay

1 flow

2 flows

3 flows

. . .

Game Server

Players

multiplexing TCM

. . .

Players

Access network

Access provider proxy

Game Server

Jack

Helen

Central Game Server Proxy

Bob

TCM

TCM

TCM

Alice Proxy

TCM

Kevin TCM

Dash

Hanna

Violet Proxy Alfred Players Players

Native traffic ...

Multiplexed traffic . . .

PE

PE

PE

PE ...

...

Payload

Payload Reduced Header

...

UDP Reduced Header IP

PPP Mux PPP L2TP IP

L2TP PPP header hea.

IP header

CH

PPP Mux

Reduc. header

Payload

MH

RH

P

...

PPP Mux

Reduc. header

Payload

MH

RH

P

Four IPv4/UDP client-to-server packets of Counter Strike η=61/89=68% One IPv4/TCM packet multiplexing four client-to-server Counter Strike packets η=244/293=83%

saving

Game

BWRa IPv4 BWRa IPv6

Engine

E[P]

pps

Unreal T 2003

Unreal 2.0

29.5

25

62%

46%

Quake III

Id Tech 3

36.15

93

65%

50%

Quake II

Id Tech 2

37

26.38

66%

51%

Counter Strike

GoldSrc

41.09

24.65

68%

53%

Halo 2

Halo2

43.2

25

69%

54%

Tretention Tprocess

Tqueue

Tnetwork

Tprocess

IP network . . .

MUX

DEMUX

Game Server

Players IP

TCM

IP

Original trace

Client to server

Server to client

Player 1 to N

Not used

Client to server traffic Player 1

Player 2

IP/UDP headers compressed

Multiplexed, compressed and tunneled

Player 1

Player 1 to N

Player 2 period

...

...

Player N

Player N

30%-35% 25%-30% 20%-25% 15%-20% 10%-15% 5%-10% 0%-5%

Bandwidth Saving

35% 30% 25% 20% 15% 10%

5%

50 ms 40 ms 30 ms 20 ms period 10 ms

0% 20 19 18 17 16 15 14 13 12 11 10 9 8 number of players

7

6

5

4

3

2

Bandwidth Saving 35% 30% 25%

BS

20% 15% 20 players

10%

15 players 10 players

5%

5 players 0% 5

10

15

20

25 30 period (ms)

35

40

45

50

Bandwidth Saving 35%

Asymptote 30% 25%

BS

20% 15% 20 players

10%

15 players 10 players

5%

5 players 0% 5

10

15

20

25 30 period (ms)

35

40

45

50

Bandwidth Saving 35% 30% 25%

BS

20%

25% saving is very easy to achieve

15%

20 players

10%

15 players 10 players

5%

5 players 0% 5

10

15

20

25 30 period (ms)

35

40

45

50

Bandwidth Saving 35% 30% 25% 20%

BS

More pps: near the asymptote very quickly

15%

20 players

10%

15 players

Bigger packets: less saving

5%

10 players 5 players

0% 5

10

15

20

25 30 period (ms)

35

40

45

50

Bandwidth Saving 35% 30%

BS

25% 20% 15%

If the number of players is big, a small period can be used

10% 5%

T 10ms T 20ms

T 30ms T 40 ms

T 50ms 0% 2

3

4

5

6

7

8

9 10 11 12 13 14 15 16 17 18 19 20 number of players

Packets per second 5 players 10 players 15 players 20 players

600

500

400

300

200

100

0 native

5

10

15

20

25 period (ms)

30

35

40

45

50

Packets per second 5 players 10 players 15 players 20 players

600

500

400

Many routers have a pps limitation

300

200

100

0 native

5

10

15

20

25 period (ms)

30

35

40

45

50

5 players 10 players 15 players 20 players

Packet size in bytes 1400 1200

bytes

1000 800 600 400 200 0 native

5

10

15

20

25 30 Period in ms

35

40

45

50

5 players 10 players 15 players 20 players

Packet size in bytes 1400 1200

Packet size grows linearly

bytes

1000 800 600 400 200 0 native

5

10

15

20

25 30 Period in ms

35

40

45

50

Average Retention Time 20 players

30

15 players 25

10 players 5 players

ms

20

15 10 5 0 5

15

25 Period in ms

35

45

Average Retention Time 20 players

30

15 players 25

10 players 5 players

ms

20

15 10

Retention time is half the period avg

5 0 5

15

25 Period in ms

35

45

GTC

Communication Technologies Group