Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas, Jose I. Aznar, Eduardo Viruete, Luis Casadesus, "Influence of the Router Buffer on Online Games Traffic Multiplexing" .Proc. International Symposium on Performance Evaluation of Computer and Telecommunication Systems SPECTS 2011, pp.253-258, The Hague, Netherlands, June 2011. ISBN: 978-161-782-309-1
32. L2TP PPP
header hea.
IP header
CH
PPP
Mux
Reduc.
header
Payload
MH
RH
P
...
PPP
Mux
Reduc.
header
Payload
MH
RH
P
Four IPv4/UDP client-to-server packets of Counter Strike
η=61/89=68%
One IPv4/TCM packet multiplexing four client-to-server Counter Strike packets
η=244/293=83%
saving
33. Game
BWRa IPv4 BWRa IPv6
Engine
E[P]
pps
Unreal T 2003
Unreal 2.0
29.5
25
62%
46%
Quake III
Id Tech 3
36.15
93
65%
50%
Quake II
Id Tech 2
37
26.38
66%
51%
Counter Strike
GoldSrc
41.09
24.65
68%
53%
Halo 2
Halo2
43.2
25
69%
54%
34. Original trace
Client to server
Server to client
Player 1 to N
Client to
server traffic
Player 1
Player 2
IP/UDP
headers
compressed
Multiplexed,
compressed
and tunneled
Player 1
Player 1 to N
Player 2
period
...
Player N
Not used
...
Player N
39. 5 players
10 players
15 players
20 players
Packet size in bytes
1400
1200
Packet size grows
linearly
bytes
1000
800
600
400
200
0
native
5
10
15
20
25
30
Period in ms
35
40
45
50
40. Average Retention Time
20 players
30
15 players
25
10 players
5 players
ms
20
15
10
Retention time is
half the period avg
5
0
5
15
25
Period in ms
35
45
44. Offline post-processing
Real Traffic in a testbed
Buffer
Network,
processing
delays
Game traffic
Background
Router
Traffic
Generation
Traffic
Capture
Traffic
Trace
Final
Results
45.
46. One way delay for game traffic
200
delay native
180
delay mux 25ms
160
delay mux 50ms
OWD (ms)
140
120
100
80
60
40
20
0
500
550
600
650
700
750
800
850
Background traffic (kbps at link level)
900
950
1000
47. One way delay for game traffic
200
delay native
180
delay mux 25ms
160
delay mux 50ms
OWD (ms)
140
120
100
80
25 + 5 ms
60
12,5 + 5 ms
40
Added mux
delays
20
0
500
550
600
650
700
750
800
850
Background traffic (kbps at link level)
900
950
1000
48. One way delay for game traffic
200
delay native
180
delay mux 25ms
160
delay mux 50ms
Bandwidth saving
120kbps
OWD (ms)
140
120
100
80
60
40
20
0
500
550
600
650
700
750
800
850
Background traffic (kbps at link level)
900
950
1000
49. Packet loss for game traffic
18%
loss native
16%
loss mux 25ms
14%
loss mux 50ms
packet loss
12%
10%
8%
6%
4%
2%
0%
500
550
600
650
700
750
800
850
Background traffic (kbps at link level)
900
950
1000
50. Packet loss for game traffic
18%
loss native
16%
loss mux 25ms
14%
loss mux 50ms
packet loss
12%
10%
8%
Bandwidth
saving
6%
4%
2%
0%
500
550
600
650
700
750
800
850
Background traffic (kbps at link level)
900
950
1000
51. Packet loss for game traffic
18%
loss native
16%
loss mux 25ms
14%
loss mux 50ms
Small saving
increase, but
double packet size
packet loss
12%
10%
8%
6%
4%
2%
0%
500
550
600
650
700
750
800
850
Background traffic (kbps at link level)
900
950
1000
52. One way delay for game traffic
200
delay native
180
delay mux 25ms
160
delay mux 50ms
OWD (ms)
140
120
100
80
60
40
20
0
500
550
600
650
700
750
800
850
Background traffic (kbps at link level)
900
950
1000
53. One way delay for game traffic
200
delay native
180
delay mux 25ms
160
delay mux 50ms
Buffer delay
reduction
OWD (ms)
140
120
100
80
60
40
Added mux
delays
20
0
500
550
600
650
700
750
800
850
Background traffic (kbps at link level)
900
950
1000
54. One way delay for game traffic
200
delay native
Bandwidth saving
120kbps
180
delay mux 25ms
160
delay mux 50ms
OWD (ms)
140
120
100
80
60
40
20
0
500
550
600
650
700
750
800
850
Background traffic (kbps at link level)
900
950
1000
55. Packet loss for game traffic
18%
loss native
16%
loss mux 25ms
14%
loss mux 50ms
packet loss
12%
10%
8%
6%
4%
2%
0%
500
550
600
650
700
750
800
850
Background traffic (kbps at link level)
900
950
1000
56. Packet loss for game traffic
18%
loss native
16%
loss mux 25ms
14%
loss mux 50ms
packet loss
12%
10%
8%
Bandwidth
saving
6%
4%
2%
0%
500
550
600
650
700
750
800
850
Background traffic (kbps at link level)
900
950
1000
57. Packet loss for game traffic
18%
loss native
16%
loss mux 25ms
14%
loss mux 50ms
packet loss
12%
Big BG packets discarded
Native ones are small
10%
8%
6%
4%
2%
0%
500
550
600
650
700
750
800
850
Background traffic (kbps at link level)
900
950
1000
58. Packet loss for game traffic
18%
loss native
16%
loss mux 25ms
14%
loss mux 50ms
Small saving increase but
double packet size
packet loss
12%
10%
8%
6%
4%
2%
0%
500
550
600
650
700
750
800
850
Background traffic (kbps at link level)
900
950
1000
59. Packet loss Background Traffic
20%
native time limited
18%
mux 25ms time limited
mux 50ms time limited
16%
native high capacity
packet loss
14%
mux 25ms high capacity
mux 50ms high capacity
12%
10%
8%
6%
4%
2%
0%
500
550
600
650
700
750
800
Background traffic (kbps at link level)
850
900
950
1000
60. Packet loss Background Traffic
20%
native time limited
18%
Buffer size does not
significantly modify BG
packet loss
mux 25ms time limited
mux 50ms time limited
16%
native high capacity
packet loss
14%
mux 25ms high capacity
mux 50ms high capacity
12%
10%
8%
6%
4%
2%
0%
500
550
600
650
700
750
800
Background traffic (kbps at link level)
850
900
950
1000
61. Packet loss Background Traffic
20%
native time limited
18%
Bandwidth saving is
always beneficial for
BG traffic
mux 25ms time limited
mux 50ms time limited
16%
native high capacity
packet loss
14%
mux 25ms high capacity
mux 50ms high capacity
12%
10%
8%
6%
4%
2%
0%
500
550
600
650
700
750
800
Background traffic (kbps at link level)
850
900
950
1000