DocumentCode :
1924973
Title :
The near-term feasibility of P2P MMOG´s
Author :
Miller, John L. ; Crowcroft, Jon
Author_Institution :
Microsoft Res., Cambridge, Cambridge, UK
fYear :
2010
fDate :
16-17 Nov. 2010
Firstpage :
1
Lastpage :
6
Abstract :
Broadly deployed distributed virtual environments (DVE´s) are based upon client-server architectures. Significant research over the last decade proposes a variety of distributed topologies for message propagation to enhance scalability and performance. We ran simulations using traces from World of Warcraft (WoW) and typical broadband speeds, and found that DVE´s such as WoW could not employ P2P message propagation schemes. We found pure P2P pub-sub solutions would occasionally saturate residential broadband connections, and would result in average latency more than lOx greater than client-server solutions. To our surprise, we discovered message aggregation before transmission can not only reduce bandwidth requirements, but also reduce latency in both client-server and P2P message propagation schemes.
Keywords :
broadband networks; client-server systems; computer games; message passing; peer-to-peer computing; P2P MMOG; P2P pub-sub solution; World of Warcraft; client-server architecture; distributed topologies; distributed virtual environments; massively multiplayer online game; message propagation; residential broadband connections; Mercury (metals); Distributed Virtual Environments; Latency; Massively Multipfayer Online Games; P2P; World of Warcraft;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Network and Systems Support for Games (NetGames), 2010 9th Annual Workshop on
Conference_Location :
Taipei
ISSN :
2156-8138
Print_ISBN :
978-1-4244-8356-3
Electronic_ISBN :
2156-8138
Type :
conf
DOI :
10.1109/NETGAMES.2010.5679578
Filename :
5679578
Link To Document :
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