Influence of the Router Buffer on Online Games Traffic Multiplexing

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description

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

Transcript of Influence of the Router Buffer on Online Games Traffic Multiplexing

Page 1: Influence of the Router Buffer on Online Games Traffic Multiplexing
Page 2: Influence of the Router Buffer on Online Games Traffic Multiplexing

GTCTechnologies GroupCommunication

Page 3: Influence of the Router Buffer on Online Games Traffic Multiplexing

GTCTechnologies GroupCommunication

Page 4: Influence of the Router Buffer on Online Games Traffic Multiplexing
Page 5: Influence of the Router Buffer on Online Games Traffic Multiplexing
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40 50 60 70 80 90 100 110bytes

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10 20 30 40 50 60 70ms

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η=61/89=68%

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.

.

. Game Server

Players

Access

router InternetLocal

agent

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.

.

. Game Server

PlayersAccess

router Internet

Player and

local agent

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.

.

. Game Server

Access

router and

local agent

Internet

Players

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Central Game

Server

Players

Game

Proxy

Game

Proxy

Game

Proxy

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Players

Game Server

.

.

.

Wireless link

InternetMultiplexerTCM

Wireless link

Wireless link

TCM

TCM

Multiplexer

Multiplexer

Players

Players

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PE

. . .

. . .

. . .

. . .

Native

traffic

Multiplexed

traffic

PE PE PE

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PPP

PPP Mux

Reduced Header

Payload

IP

UDP...Reduced Header

Payload

L2TP

IP

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IP headerL2TP

header

PPP

hea.Payload

Reduc.

header

PPP

Mux...

CH MH RH P

PayloadReduc.

header

PPP

Mux

MH RH P

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

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

η=61/89=68%

η=244/293=83%

saving

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Game Engine E[P] pps BWRa IPv4 BWRa IPv6

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%

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Original trace

Player 1

Player 2

Player N

Client to

server traffic

IP/UDP

headers

compressed

Player 1

Player 2

Player N

Player 1 to N

Multiplexed,

compressed

and tunneled

Player 1 to N

period

Se

rve

r to

clie

nt

Clie

nt to

se

rve

r

Not used

... ...

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50 ms40 ms

30 ms

20 ms

10 ms

0%

5%

10%

15%

20%

25%

30%

35%

234567891011121314151617181920

period

B

W

R

number of players

Bandwidth Saving 30%-35%25%-30%20%-25%15%-20%10%-15%5%-10%0%-5%

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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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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

Asymptote

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0%

5%

10%

15%

20%

25%

30%

35%

2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

BS

number of players

Bandwidth Saving

T 10ms

T 20ms

T 30ms

T 40 ms

T 50ms

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0

200

400

600

800

1000

1200

1400

native 5 10 15 20 25 30 35 40 45 50

byte

s

Period in ms

Packet size in bytes 5 players

10 players

15 players

20 players

Packet size grows linearly

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0

5

10

15

20

25

30

5 15 25 35 45

ms

Period in ms

Average Retention Time

20 players

15 players

10 players

5 players

Retention time is half the period avg

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IP network

MUX DEMUX

Tprocess Tqueue Tnetwork TprocessTretention

.

.

.

IP TCM IP

Game Server

Players

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Bigger period

Less offered traffic

Less packet

loss

Added mux

delays

Less buffer delay

Bigger packets

More packet

loss

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Traffic

Generation

RouterTraffic

Capture

Real Traffic in a testbed

Network,

processing

delays

Offline post-processing

Traffic

Trace

Final

Results

Game traffic

Background

Buffer

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0

20

40

60

80

100

120

140

160

180

200

500 550 600 650 700 750 800 850 900 950 1000

OW

D (

ms

)

Background traffic (kbps at link level)

One way delay for game traffic

delay native

delay mux 25ms

delay mux 50ms

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0

20

40

60

80

100

120

140

160

180

200

500 550 600 650 700 750 800 850 900 950 1000

OW

D (

ms

)

Background traffic (kbps at link level)

One way delay for game traffic

delay native

delay mux 25ms

delay mux 50ms

Added mux delays

12,5 + 5 ms

25 + 5 ms

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0

20

40

60

80

100

120

140

160

180

200

500 550 600 650 700 750 800 850 900 950 1000

OW

D (

ms

)

Background traffic (kbps at link level)

One way delay for game traffic

delay native

delay mux 25ms

delay mux 50ms

Bandwidth saving 120kbps

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0%

2%

4%

6%

8%

10%

12%

14%

16%

18%

500 550 600 650 700 750 800 850 900 950 1000

pa

ck

et

los

s

Background traffic (kbps at link level)

Packet loss for game traffic

loss native

loss mux 25ms

loss mux 50ms

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0%

2%

4%

6%

8%

10%

12%

14%

16%

18%

500 550 600 650 700 750 800 850 900 950 1000

pa

ck

et

los

s

Background traffic (kbps at link level)

Packet loss for game traffic

loss native

loss mux 25ms

loss mux 50ms

Bandwidth saving

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0%

2%

4%

6%

8%

10%

12%

14%

16%

18%

500 550 600 650 700 750 800 850 900 950 1000

pa

ck

et

los

s

Background traffic (kbps at link level)

Packet loss for game traffic

loss native

loss mux 25ms

loss mux 50ms

Small saving increase, but

double packet size

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0

20

40

60

80

100

120

140

160

180

200

500 550 600 650 700 750 800 850 900 950 1000

OW

D (

ms

)

Background traffic (kbps at link level)

One way delay for game traffic

delay native

delay mux 25ms

delay mux 50ms

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0

20

40

60

80

100

120

140

160

180

200

500 550 600 650 700 750 800 850 900 950 1000

OW

D (

ms

)

Background traffic (kbps at link level)

One way delay for game traffic

delay native

delay mux 25ms

delay mux 50ms

Buffer delay reduction

Added mux delays

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0

20

40

60

80

100

120

140

160

180

200

500 550 600 650 700 750 800 850 900 950 1000

OW

D (

ms

)

Background traffic (kbps at link level)

One way delay for game traffic

delay native

delay mux 25ms

delay mux 50ms

Bandwidth saving 120kbps

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0%

2%

4%

6%

8%

10%

12%

14%

16%

18%

500 550 600 650 700 750 800 850 900 950 1000

pac

ket

loss

Background traffic (kbps at link level)

Packet loss for game traffic

loss native

loss mux 25ms

loss mux 50ms

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0%

2%

4%

6%

8%

10%

12%

14%

16%

18%

500 550 600 650 700 750 800 850 900 950 1000

pac

ket

loss

Background traffic (kbps at link level)

Packet loss for game traffic

loss native

loss mux 25ms

loss mux 50ms

Bandwidth saving

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0%

2%

4%

6%

8%

10%

12%

14%

16%

18%

500 550 600 650 700 750 800 850 900 950 1000

pac

ket

loss

Background traffic (kbps at link level)

Packet loss for game traffic

loss native

loss mux 25ms

loss mux 50ms

Big BG packets discarded Native ones are small

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0%

2%

4%

6%

8%

10%

12%

14%

16%

18%

500 550 600 650 700 750 800 850 900 950 1000

pac

ket

loss

Background traffic (kbps at link level)

Packet loss for game traffic

loss native

loss mux 25ms

loss mux 50ms

Small saving increase but double packet size

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0%

2%

4%

6%

8%

10%

12%

14%

16%

18%

20%

500 550 600 650 700 750 800 850 900 950 1000

pac

ke

t lo

ss

Background traffic (kbps at link level)

Packet loss Background Traffic

native time limited

mux 25ms time limited

mux 50ms time limited

native high capacity

mux 25ms high capacity

mux 50ms high capacity

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0%

2%

4%

6%

8%

10%

12%

14%

16%

18%

20%

500 550 600 650 700 750 800 850 900 950 1000

pac

ke

t lo

ss

Background traffic (kbps at link level)

Packet loss Background Traffic

native time limited

mux 25ms time limited

mux 50ms time limited

native high capacity

mux 25ms high capacity

mux 50ms high capacity

Buffer size does not significantly modify BG

packet loss

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0%

2%

4%

6%

8%

10%

12%

14%

16%

18%

20%

500 550 600 650 700 750 800 850 900 950 1000

pac

ke

t lo

ss

Background traffic (kbps at link level)

Packet loss Background Traffic

native time limited

mux 25ms time limited

mux 50ms time limited

native high capacity

mux 25ms high capacity

mux 50ms high capacity

Bandwidth saving is always beneficial for

BG traffic

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