Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

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COMPARISON OF MULTIPLEXING POLICIES FOR FPS GAMES IN TERMS OF SUBJECTIVE QUALITY GTC Technologies Group Communication Jose Saldana Julián Fernández-Navajas José Ruiz-Mas Luis Sequeira Luis Casadesus University of Zaragoza, Spain

description

Jose Saldana, Julian Fernandez Navajas, Jose Ruiz Mas, Luis Sequeira, Luis Casadesus, "Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality". Proc. II Workshop on Multimedia Data Coding and Transmission 2012, Jornadas Sarteco. Elche (Spain). Sept. 2012. ISBN: 978-84-695-4472-3

Transcript of Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Page 1: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

COMPARISON OF MULTIPLEXING POLICIES FOR

FPS GAMES IN TERMS OF SUBJECTIVE QUALITY

GTCTechnologies GroupCommunication

Jose Saldana Julián Fernández-Navajas

José Ruiz-Mas Luis Sequeira

Luis Casadesus University of Zaragoza, Spain

Page 2: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Index - I. Introduction

- II. Test Methodology

- III. Tests and Results

- IV. Conclusions

Page 3: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Index - I. Introduction

- II. Test Methodology

- III. Tests and Results

- IV. Conclusions

Page 4: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Introduction - Online games are getting very

popular in the last years

Page 5: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Introduction

Real-time strategy Sports

MMORPG FPS

Page 6: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Introduction - First Person Shooters: the ones

with the tightest real-time requirements (video)

Page 7: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Introduction - Gamers: Very difficult customers

to deal with

Page 8: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Introduction Delay: Very important

Also:

Jitter

Packet loss

Page 9: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Introduction Scenarios where a number of players share the same connection

Central

Server

Multiplexer

TCM

TCM

Multiplexer

.

.

. Game

Server

Players

Access

routerMultiplexer

TCM

Page 10: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Introduction By multiplexing, we can save

- Bandwidth

- Packets per second

IP network

MUX DEMUX.

.

.

IP TCM IP

Game Server

Players

delaymux delayrouter delaynetwork

router

Page 11: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Introduction Adaptation of an RTP VoIP mux technique, to non-RTP flows

PPP

PPP Mux

ECRTP

payload

IP

UDP

RTP...

ECRTP

payload

L2TP

IP

One IPv4/UDP/RTP VoIP packet with two samples of 10 bytes

η=20/60=33%

Five IPv4/UDP/RTP VoIP packets with two samples of 10 bytes

η=20/60=33%

saving

VoIP

One IPv4 TCMTF Packet multiplexing five two sample packets

η=100/161=62%

40 to 6-8 bytes compression

Page 12: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Introduction Adaptation of an RTP VoIP mux technique, to non-RTP flows

PPP

PPP Mux

Reduced Header

Payload

IP

UDP...Reduced Header

Payload

L2TP

IP

One IPv4/TCP packet 1500 bytes

Four IPv4/UDP client-to-server packets of Counter Strike

One IPv4/TCM packet multiplexing four client-to-server Counter Strike packets

η=1460/1500=97%

η=61/89=68%

η=244/293=83%

One IPv4/UDP server-to-client packet of Counter Strike with 9 players

η=160/188=85%

saving

One IPv4/UDP/RTP packet of VoIP with two samples of 10 bytes

η=20/60=33%

Page 13: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Introduction Significant savings:

0%

5%

10%

15%

20%

25%

30%

35%

5 10 15 20 25 30 35 40 45 50

BS

period (ms)

Bandwidth Saving

20 players

15 players

10 players

5 players

Page 14: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Introduction By multiplexing, we can save

- Bandwidth

- Packets per second

… at the cost of adding

- Delay

- Jitter IP network

MUX DEMUX.

.

.

IP TCM IP

Game Server

Players

delaymux delayrouter delaynetwork

router

Page 15: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Introduction Two policies to define which packets are multiplexed

1) period

2) timeout

PE

. . .

. . .

. . .

. . .

Native

traffic

Multiplexed

traffic

PE PE PE

TO

. . .

. . .

. . .

. . .

TONative

traffic

Multiplexed

traffic

Page 16: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Introduction Expected results:

Period

- Smaller savings

- Less jitter

Timeout

- Higher savings

- Higher additional jitter

PE

. . .

. . .

. . .

. . .

Native

traffic

Multiplexed

traffic

PE PE PE

TO

. . .

. . .

. . .

. . .

TONative

traffic

Multiplexed

traffic

Page 17: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Introduction In this work, we compare timeout and period policies, in terms of a subjective quality estimator.

Tradeoff: savings vs jitter

Page 18: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Index - I. Introduction

- II. Test Methodology

- III. Tests and Results

- IV. Conclusions

Page 19: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Test methodology - Traffic of the game

- Small packets (79.5 bytes avg)

- 64 pps

40 50 60 70 80 90 100 110bytes

0 10 20 30 40 50 60 70ms

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Test methodology - Simulation scenario:

- Traces of gaming traffic

- Background traffic

- RTT delay: sum of the delays

IP network

MUX DEMUX.

.

.

IP TCM IP

Game Server

Players

delaymux delayrouter delaynetwork

router

Page 21: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Test methodology Buffer:

2 Mbps, drop-tail

byte-sized 10 kB (tiny)

Background traffic:

50% packets 40 bytes

10% packets 576 bytes

40% packets 1500 bytes

Page 22: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Test methodology

PE/TO ↑

BW↓

Mux delay and

jitter↑

Buffer delay and

jitter↓

IP network

MUX DEMUX.

.

.

IP TCM IP

Game Server

Players

delaymux delayrouter delaynetwork

router

Page 23: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Test methodology - E-Model: VoIP delay and packet loss

- FPS games: different studies consider delay limits, and also packet loss limits

- G-Model: MOS formula for Quake IV, adapted from E-Model: delay and jitter. Packet loss is not considered under 35%.

Page 24: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Index - I. Introduction

- II. Test Methodology

- III. Tests and Results

- IV. Conclusions

Page 25: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

0

5

10

15

20

25

30

5 10 15 20 25 30 35 40 45 50

ms

Period or timeout (ms)

Average Retention Time5 players TO

5 players PE

10 players TO

10 players PE

Tests and Results

5 and 10 players: TO adds more delay

Page 26: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

0

5

10

15

20

25

30

5 10 15 20 25 30 35 40 45 50

ms

Period or timeout (ms)

Average Retention Time5 players TO

5 players PE

10 players TO

10 players PE

Tests and Results

Saturation: above 25 ms, a size of 1500 bytes is

reached, so the packet is sent

Page 27: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

0

5

10

15

20

25

30

5 10 15 20 25 30 35 40 45 50

ms

Period or timeout (ms)

Average Retention Time15 players TO

15 players PE

20 players TO

20 players PE

Tests and Results

15 and 20 players: slight difference

Retention: T/2

Page 28: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

0

200

400

600

800

1000

0 5 10 15 20

nu

mb

er

of

packets

Period (ms)

Retention time histogram PE=15ms

0

200

400

600

800

1000

0 5 10 15 20

nu

mb

er

of

packets

Timeout (ms)

Retention time histogram TO=15ms

Tests and Results

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0

200

400

600

800

1000

0 5 10 15 20

nu

mb

er

of

packets

Period (ms)

Retention time histogram PE=15ms

0

200

400

600

800

1000

0 5 10 15 20

nu

mb

er

of

packets

Timeout (ms)

Retention time histogram TO=15ms

Tests and Results Tail above 15 ms: more jitter. No upper bound

for delay

Peak of 4119 packets: trigger

Page 30: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

0

2

4

6

8

10

12

14

16

18

5 10 15 20 25 30 35 40 45 50

std

ev (

ms)

Period or Timeout (ms)

Retention Time stdev20 players PE

15 players PE

10 players PE

5 players PE

20 players TO

15 players TO

10 players TO

5 players TO

Tests and Results

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0

2

4

6

8

10

12

14

16

18

5 10 15 20 25 30 35 40 45 50

std

ev (

ms)

Period or Timeout (ms)

Retention Time stdev20 players PE

15 players PE

10 players PE

5 players PE

20 players TO

15 players TO

10 players TO

5 players TO

Tests and Results

15 and 20 players: slight difference

5 and 10 players: higher

difference

Page 32: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Tests and Results Next tests:

- Background traffic

- 5 players

- 5, 15, 25 ms period / timeout

Page 33: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

0

10

20

30

40

50

60

70

0 200 400 600 800 1000 1200 1400 1600 1800 2000

ms

background traffic (kbps)

RTT, Quake IV, 5 players, 10kB

TO=25ms 10kBPE=25ms 10kBTO=15ms 10kBPE=15ms 10kBTO=5ms 10kBPE=5ms 10kB

Tests and Results

Page 34: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

0

10

20

30

40

50

60

70

0 200 400 600 800 1000 1200 1400 1600 1800 2000

ms

background traffic (kbps)

RTT, Quake IV, 5 players, 10kB

TO=25ms 10kBPE=25ms 10kBTO=15ms 10kBPE=15ms 10kBTO=5ms 10kBPE=5ms 10kB

Tests and Results

15 ms

25 ms

5 ms

timeout

period

TO presents a slightly higher delay

Page 35: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

0

2

4

6

8

10

12

14

16

0 200 400 600 800 1000 1200 1400 1600 1800 2000

ms

background traffic (kbps)

jitter, Quake IV, 5 players, 10kB

TO=25ms 10kB

PE=25ms 10kB

TO=15ms 10kB

PE=15ms 10kB

TO=5ms 10kB

PE=5ms 10kB

Tests and Results

Page 36: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

0

2

4

6

8

10

12

14

16

0 200 400 600 800 1000 1200 1400 1600 1800 2000

ms

background traffic (kbps)

jitter, Quake IV, 5 players, 10kB

TO=25ms 10kB

PE=25ms 10kB

TO=15ms 10kB

PE=15ms 10kB

TO=5ms 10kB

PE=5ms 10kB

Tests and Results

TO adds more jitter

Page 37: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

1

1.5

2

2.5

3

3.5

4

0 200 400 600 800 1000 1200 1400 1600 1800 2000

MO

S

background traffic (kbps)

MOS, Quake IV, 5 players, 10kB

PE=5ms 10kB

TO=5ms 10kB

PE=15ms 10kB

TO=15ms 10kB

PE=25ms 10kB

TO=25ms 10kB

Tests and Results

Page 38: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

1

1.5

2

2.5

3

3.5

4

0 200 400 600 800 1000 1200 1400 1600 1800 2000

MO

S

background traffic (kbps)

MOS, Quake IV, 5 players, 10kB

PE=5ms 10kB

TO=5ms 10kB

PE=15ms 10kB

TO=15ms 10kB

PE=25ms 10kB

TO=25ms 10kB

Tests and Results

PE is globally better. Smaller retention time and jitter are better than higher

bandwidth saving

Page 39: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Number of players MOSperiod MOStimeout Difference (%)

5 3.43 3.32 3.31 %

10 3.37 3.34 0.98 %

15 3.30 3.28 0.42 %

20 3.19 3.19 0.10 %

Tests and Results The difference can only be appreciated when the number of players is small

Page 40: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Index - I. Introduction

- II. Test Methodology

- III. Tests and Results

- IV. Conclusions

Page 41: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

Conclusions - Two multiplexing policies have

been compared

- This comparison has to be done in terms of subjective quality, integrating all network parameters

- Timeout saves more bandwidth

- Period adds less delay and jitter

Page 42: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

- MOS shows a slight advantage for period policy

- The difference can only be appreciated when the number of players is small

- The decision may also be influenced by implementation

Conclusions

Page 43: Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

THANK YOU

GTCTechnologies GroupCommunication [email protected]