DocumentCode :
2564016
Title :
An experimental estimation of latency sensitivity in multiplayer Quake 3
Author :
Armitage, Grenville
Author_Institution :
Centre for Adv. Internet Archit., Swinburne Univ. of Technol., Melbourne, Vic., Australia
fYear :
2003
fDate :
28 Sept.-1 Oct. 2003
Firstpage :
137
Lastpage :
141
Abstract :
Quantifying the latency sensitivity of potential customers/players is critical for Internet-based game providers when planning the network placement of their game servers. Two Quake 3 servers were placed at different locations on the Internet in 2001, and instrumented to gather median latency information on every player who played over a multi-month period. Server logfiles showed an active yet distinct player population on each server. The median latency distributions suggest players actively prefer Quake 3 servers less than 150 to 180 milliseconds from the player\´s location. Quake 3 is often played as a multiplayer, Internet-based, highly interactive "first person shooter" game. Although Quake 3 is nowhere near as popular as games such as half- life: counterstrike, these results provide a useful ball-park indicator of latency sensitivity for this class of highly interactive online games.
Keywords :
Internet; computer games; Internet-based game; ball-park indicator; counterstrike; distinct player population; first person shooter game; game servers; multiplayer Quake 3; network placement; online games; server logfiles; Australia; Delay; IP networks; Instruments; Intelligent networks; Internet; Network servers; Technology planning; Web server;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Networks, 2003. ICON2003. The 11th IEEE International Conference on
ISSN :
1531-2216
Print_ISBN :
0-7803-7788-5
Type :
conf
DOI :
10.1109/ICON.2003.1266180
Filename :
1266180
Link To Document :
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