Optimisation of capacity in various 802.11 gaming scenarios


Abstract: As IEEE 802.11 wireless LANs are widely deployed and the popularity of multiplayer real-time gaming continues to increase, games are increasingly played over 802.11 wireless networks. In this paper, we consider the issue of how games traffic is likely to interact with wireless networks and give a framework to study this kind of application. Using Quake 4 as an example, we produce a multiplayer game traffic model. By introducing a model of MAC layer of IEEE 802.11 networks, we show how the performance changes as the number of players increases. The performance indicators that we consider include throughput, delay, jitter and mean opinion score (MOS). Several different network scenarios are considered and discussed, including when the game server and clients are connected wirelessly, and when the server is connected to the AP through a wired link and the use of multicast. We identify issues such as the Access Point (AP) or the game server becoming the bottleneck of the network. We also present solutions to these problems based on 802.11e. Using our 802.11e testbed, we demonstrate that our solution provides a subjective improvement in game performance. We believe the technique applied in this paper could be applied to improve the performance of other real-time applications, including other games.

DOI: 10.1504/IJAMC.2010.036833

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@article{Qi2010OptimisationOC, title={Optimisation of capacity in various 802.11 gaming scenarios}, author={Hanghang Qi and David Malone and Dmitri Botvich}, journal={IJAMC}, year={2010}, volume={4}, pages={302-323} }