DocumentCode :
1770347
Title :
The effect of multiplexing delay on MMORPG TCP traffic flows
Author :
Saldana, Jose
Author_Institution :
Commun. Technol. Group (GTC), Univ. of Zaragoza Zaragoza, Zaragoza, Spain
fYear :
2014
fDate :
10-13 Jan. 2014
Firstpage :
245
Lastpage :
250
Abstract :
Traffic optimization techniques, based on header compression, multiplexing and tunneling a number of concurrent flows, have been proposed in order to save bandwidth and to reduce the amount of packets per second in certain network segments. These techniques have been standardized for VoIP flows, but they can also be applied to the flows of online games. As a counterpart of the savings, the adding of a multiplexing delay is required in order to get a number of packets to be multiplexed together. The effect of this delay has already been explored for UDP-based games, showing that subjective quality can be maintained while using traffic optimization. In contrast, the present paper explores the issues arising when these optimization techniques are applied to TCP-based games. The interaction of the additional multiplexing delay and the TCP mechanisms is explored, and results are obtained in terms of round trip time increase and traffic overhead modification.
Keywords :
Internet telephony; multiplexing; optimisation; telecommunication traffic; transport protocols; MMORPG TCP traffic flows; TCP-based games; UDP-based games; VoIP flows; concurrent flows; header compression; multiplexing delay; network segments; online games; subjective quality; traffic optimization; traffic overhead modification; Decision support systems; Games; application-limited TCP; multiplexing; online games; traffic optimization;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Consumer Communications and Networking Conference (CCNC), 2014 IEEE 11th
Conference_Location :
Las Vegas, NV
Print_ISBN :
978-1-4799-2356-4
Type :
conf
DOI :
10.1109/CCNC.2014.6866578
Filename :
6866578
Link To Document :
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