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
Link To Document