Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality
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Transcript of 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
GTCTechnologies GroupCommunication
Jose Saldana Julián Fernández-Navajas
José Ruiz-Mas Luis Sequeira
Luis Casadesus University of Zaragoza, Spain
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Index - I. Introduction
- II. Test Methodology
- III. Tests and Results
- IV. Conclusions
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Index - I. Introduction
- II. Test Methodology
- III. Tests and Results
- IV. Conclusions
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Introduction - Online games are getting very
popular in the last years
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Introduction
Real-time strategy Sports
MMORPG FPS
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Introduction - First Person Shooters: the ones
with the tightest real-time requirements (video)
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Introduction - Gamers: Very difficult customers
to deal with
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Introduction Delay: Very important
Also:
Jitter
Packet loss
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Introduction Scenarios where a number of players share the same connection
Central
Server
Multiplexer
TCM
TCM
Multiplexer
.
.
. Game
Server
Players
Access
routerMultiplexer
TCM
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Introduction By multiplexing, we can save
- Bandwidth
- Packets per second
IP network
MUX DEMUX.
.
.
IP TCM IP
Game Server
Players
delaymux delayrouter delaynetwork
router
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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
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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%
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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
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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
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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
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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
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Introduction In this work, we compare timeout and period policies, in terms of a subjective quality estimator.
Tradeoff: savings vs jitter
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Index - I. Introduction
- II. Test Methodology
- III. Tests and Results
- IV. Conclusions
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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
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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
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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
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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%.
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Index - I. Introduction
- II. Test Methodology
- III. Tests and Results
- IV. Conclusions
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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
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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
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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
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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
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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
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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
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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
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Tests and Results Next tests:
- Background traffic
- 5 players
- 5, 15, 25 ms period / timeout
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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
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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
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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
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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
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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
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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
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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
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Index - I. Introduction
- II. Test Methodology
- III. Tests and Results
- IV. Conclusions
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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
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- 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