• DocumentCode
    1797115
  • Title

    A study of network stack latency for game servers

  • Author

    Emmerich, Paul ; Raumer, Daniel ; Wohlfart, Florian ; Carle, Georg

  • Author_Institution
    Dept. of Comput. Sci., Network Archit. & Services, Tech. Univ. Munchen, Munich, Germany
  • fYear
    2014
  • fDate
    4-5 Dec. 2014
  • Firstpage
    1
  • Lastpage
    6
  • Abstract
    Latency has a high impact on the user satisfaction in real-time multiplayer games. The network between the client and server is, in most cases, the main cause for latency and out of the scope of the game´s developer. But the developer should avoid introducing unnecessary delays within his responsibility; i.e. with respect to development and operating costs he should wisely choose a network stack and deployment model for the server in order to reduce latency. In this paper we present latency measurements of the Linux network stack and effects of virtualization. We show that a worst-case scenario can cause a latency in the millisecond range when running a game server. We discuss how latencies can be reduced by using the packet processing framework DPDK to replace the operating system´s network stack.
  • Keywords
    Linux; computer games; virtual machines; virtualisation; DPDK packet processing framework; Linux network stack; game servers; network stack latency; real-time multiplayer games; virtualization; Games; Hardware; Kernel; Linux; Servers; Throughput; Intel DPDK; latency; measurement; virtualization;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Network and Systems Support for Games (NetGames), 2014 13th Annual Workshop on
  • Conference_Location
    Nagoya
  • Type

    conf

  • DOI
    10.1109/NetGames.2014.7008960
  • Filename
    7008960