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Online games: a real-time
problem for the network
Liverpool John Moores University, October 28th, 2015
1
Jose Saldana
University of Zaragoza, Spain
This work has been partially
financed by the EU H2020 Wi-5
project, http://www.wi5.eu/
(Grant Agreement no: 644262)
Goals of this presentation
• Global trends in online games
• Impact of Latency
• Genres and characteristics
• Architectures
• NetworkTrafficCharacteristics
• Estimating Quality of Experience
• Qoe-Enhancing Mechanisms
• Conclusions
2
Video
3
Youtube link: https://www.youtube.com/watch?v=QAnW9HTkbsI
GLOBALTRENDS IN ONLINE
GAMES
28.10.2015. 4
Online Games Market
5
Gamer population
10.01.2014. 6
Shift towards online
• Multiplayer games
• Social games
• Mobile games
• Content distribution
• DRM
7
Types of multiplayer
• Earliest ways – hot seat and split screen
• Playing over local networks (e.g. Internet Café)
• Playing through Internet (online)
Mobile games
9
Who are the consumers?
Today’s video games provide rich, engaging entertainment for all
players across all platforms. Our “2015 Essential Facts About
the Computer and Video Game Industry” report underscores
how video games have evolved into a mass medium: more than
150 million Americans play video games and 42 percent play
video games regularly, or at least three hours per week. The
average gamer is 35 years old, and 74 percent are
age 18 or older. Nearly half (44 percent) of gamers are
female and women over the age of 18 represent a significantly
greater portion of the game-playing population (33 percent) than
boys age 18 or younger (15 percent). A majority of parents
(63 percent) say video games are a positive part of their child’s
life: 85 percent think that game play is fun for the whole family
and 75 percent believe playing games offers a good
opportunity to connect with their child. (…).
Source: Entertainment Software Association (ESA) http://www.theesa.com/about-esa/industry-facts/
10
Device types
10.01.2014. 11
Personal Computer (PC)
• Multi purpose device – not dedicated purely
for purpose of playing games
• “Natural” place for networked games
• Almost all PCs equipped with a network
interface
• “Core players” – perceived as a device for core
gaming audience
12
Consoles
• Consoles of the newest generation are
equipped with network interfaces
• Supported by cloud server infrastructure
• XboX One supported by 300 000 servers
• Additional payment for multiplayer
– PlayStation Plus account
– Microsoft Xbox Live account
10.01.2014. 13
Mobile
• Mobile phones, tablets, handheld consoles
• Relatively new but very large market
• Biggest problems for Quality of Experience of online games –
variability of network parameters (latency, latency variation,
and packet loss) Source: Ericsson Mobility Report
http://www.ericsson.com/res/docs/2013/ericsson-mobility-report-june-2013.pdf
14
Business models
• Pay to play
– Game client/account
– Subscription
– Additions to existing games
• Free to play (F2P)
– Micro transactions
– Additional content
– Premium accounts
– Cosmetic/usability improvements
• Combinations
15
IMPACT OF LATENCY
28.10.2015. 16
Impact of the network: example
At t=0.0, client 2 shoots the duck
10.01.2014. 17
3
50ms
100 ms
150 ms
2
1
SHOOTS!!!
t = 0ms
3
50ms
100 ms
150 ms
2
1
t = 100ms
Impact of the network: example
At t=100.0, the server receives the shot
10.01.2014. 18
3
50ms
100 ms
150 ms
2
1
t = 150ms
Impact of the network: example
At t=150.0, client 1 sees the shot (and the
retriever appears in the server)
10.01.2014. 19
3
50ms
100 ms
150 ms
2
1
t = 200ms
Impact of the network: example
At t=2000.0, client 2 sees the shot (and the
retriever appears in the client 1)
10.01.2014. 20
3
50ms
100 ms
150 ms
2
1
t = 200ms
Impact of the network: example
At t=2000.0, client 2 sees the shot (and the
retriever appears in the client 1)
10.01.2014. 21
GENRES AND CHARACTERISTICS
28.10.2015. 22
Game genres
• Game categorization:
– Action
– Adventure (e.g., Broken Sword)
– Arcade (e.g., Pinball)
– Children’s Entertainment (e.g., Bob the Builder)
– Family Entertainment (e.g., Mahjongg)
– Fighting (e.g., Mortal Combat)
– Flight (e.g.,Wing Commander)
– Racing (e.g., Need For Speed)
– Role Playing (e.g., World ofWarcraft)
– Shooter (e.g., Quake)
– RealTime Strategy (e.g., Starcraft)
– MOBA (e.g. League of Legends)
– Other Games
NPD Group Inc., NDP Software Category Definitions, 2008,
https://www5.npd.com/tech/pdf/swcategories.pdf.
23
Types of multiplayer
• The most popular online
multiplayer games:
– MMORPG (Massively Multiplayer
Online RPG)
– FPS (First Person Shooter)
– RTS (RealTime Strategy)
– MOBA (Multiplayer Online Battle
Arena) – combination RTS and RPG
genres
– Sports
Delay sensitivity
– MMORPG 120ms
– FPS 80 ms
– RTS 200-500 ms
The experience of the player increases his/her delay
sensitivity, i.e. an experienced player gets annoyed
more easily than a novel one.
The behavior and the skill level of the other players in
the party also have an influence on the subjective
quality.
ARCHITECTURES
28.10.2015. 26
Architecture
• Increasing dominance of client – server (C-S)
– Cheating avoidance
– Easier synchronization
– Billing
• Peer to Peer (P2P)
– Very few true Peer to Peer games (e.g., Demigod)
– Great scalability for large scale virtual worlds
– A lot of research activity (e.g., scalability for
Minecraft projects)
27
Server organization in C-S model
• Server included in the game and one client acts
as the server (e.g., Counter Strike)
• Server application included in the game and
players create their own servers without knowing
it (e.g., Call of Duty for PS2)
• Server fully controlled by the
developer/publisher (e.g., World ofWarcraft)
Multiplayer match organization may be
orchestrated by the game provider, third parties, or
by players themselves
28
Server organization in C-S model
• Server application included in the game and
players create their own servers without
knowing it. Problem: Server migration
29
0
10
20
30
40
50
60
70
80
400 420 440 460 480 500 520 540 560 580 600
Bandwidth[kbps]
Game time [s]
Bandwidth sent and received
From server #1
From server #2
0
10
20
30
40
50
60
70
80
400 420 440 460 480 500 520 540 560 580 600
Bandwidth[kbps]
Game time [s]
Bandwidth sent and received
To server #1
To server #2
NETWORKTRAFFIC
CHARACTERISTICS
28.10.2015. 30
Information transferred
• What information does the traffic comprise?
– Player commands/inputs
– Virtual world state refreshes
– Chat
– Audio flows for player communication
• Some games have in-builtVoIP systems
• Many players use stand alone applications (Teamspeak,
Ventrilo, Skype…)
– 3D data describing virtual world (Second Life)
– Video
• Send by cloud based games
• Streaming of gaming sessions
31
Network Characteristics
Quake 2 (1997)
World ofTanks (2014)
32
0
200
400
600
800
1000
1200
1400
40 50 60 70 80 90 100 110
Numberofpackets
Packet size [bytes]
Quake 2. Packet Size Histogram
0
200
400
600
800
1000
1200
40 50 60 70 80 90 100 110
Numberofpackets
Packet size [bytes]
World of Tanks. Packet Size Histogram
0
10
20
30
40
50
60
70
10 30 50 70 90 110 130 150Numberofpackets
Inter-Packet Time [ms]
Quake 2. Inter-Packet Time Histogram
0
5
10
15
20
25
10 30 50 70 90 110 130 150
Numberofpackets
Inter-Packet Time [ms]
World of Tanks. Inter-Packet Time Histogram
Bottlenecks in Client-server model
Three potential bottlenecks:
- uplink: gamers send their actions
- server: calculation of the next state
- downlink: send the state to players
Server processing
capacity limit
33
Bottlenecks in Client-server model
Two of the bottlenecks are network-related
The traffic to be exchanged grows with N2
N(N-1)
Server processing
capacity limit
34
Why so small?
• Market penetration!
• World ofWarcraft was released in 2004 – in
order to reach as much users as possible it
needed to work on 33,6k modem
• UnrealTournament on 14,4k
• High broadband penetration –will games use
more and more bandwidth?
35
Traffic characterization
• Game flows:
– Long lived
– High packet rate
– Small payload sizes
– Low bandwidth usage
– Using both UDP andTCP
– Dependant on the game genre
36
TCP for a real-time game?
It sounds counterintuitive, but many MMORPGs
do useTCP
NormalTCP (FTP) MMORPG
37
0
5
10
15
20
25
0 10 20 30 40 50 60 70 80
TCPwindow
simulation time [s]
TCP Window, FTP
0
5
10
15
20
25
0 10 20 30 40 50 60 70 80
TCPwindow
simulation time [s]
TCP Window, MMORPG
Game traffic evolution? – Not really
1-5kbps
(2-8 players)
2-3 kbps
(independent of
number of players)
M. Claypool, D. LaPoint, and J. Winslow, “Network Analysis of Counter-strike and Starcraft,” in Proceedings of the
22nd IEEE International Performance, Computing, and Communications Conference (IPCCC), USA, April 2003.
C-S. Lee, “The Revolution of StarCraft Network Traffic” in Proceedings of the 11th Annual Workshop on Network and
Systems Support for Games NetGames 2012
38
Client versions
• Specific application per game
– Full clients (all the information stored in the client on
player’s device – single player games)
– Hybrid clients (need to communicate with the server)
• Clients encompassing multiple games
– Browser based games
– Cloud based games (thin clients)
• Client version is dependant of where game logic
and rendering is executed which heavily affects
traffic characteristics
39
Cloud-based games
• Cloud gaming traffic
– Very high bandwidth usage
– High quality video
– Very delay sensitive (no client side optimization)
– * no high market penetration: Onlive shut down last 30th April
– New services: PlayStation Now
40
OnLive downstream traffic
41
M. Claypool, D. Finkel, A. Grant, and M. Solano: “Thin to win? Network performance analysis of the OnLive thin client
game system”. 11th Annual Workshop on Network and Systems Support for Games (NetGames), 2012 (pp. 1-6). IEEE.
1
10
100
1000
10000
Warcraft III
(RTS)
World of
Warcraft
(MMORPG)
Madden NFL
(Sports)
Unreal
Tournament
(FPS)
Second Life
(CVE)
Crazy Taxi
(Cloud)
Bandwidth[kbit/s]
Bandwidth usage across genres
42
ESTIMATING QUALITY OF
EXPERIENCE
43
Adapting QoE estimators fromVoIP
• ITU’s E-Model: 150 ms (OWD)
– ITU G.107:
• R factor, ranging from 0 to 100
• Directly translated into a Mean Opinion Score (MOS)
from 1 (bad) to 5 (excellent)
• This can be adapted to online games:
– Using the “lag” or “ping”
– Subjective tests with real users
– Objective tests with bots
44
Network Impairments
• Latency
– LAN parties avoid this, but we are considering the
Internet
– Parts
• Generation delay (capturing key stroke) is negligible
• Packet transfer delay (our problem)
• Processing delay. It is only a problem in cloud games:
– server has to render the scene, code it in a video and send it
to the client application, which has to decode and display it to
the user (100 to 300 ms)
45
Network Impairments
• Jitter
– We cannot use a de-jitter buffer, as inVoIP
– It is used as an input for QoE estimation
• It can be translated into packet loss if packets are
reordered
46
Delay 1 Delay 2 Delay 3 Delay i
Transmission
Reception
1
1



 
n
delaydelay
IPDV
ii
...
Network Impairments
• Packet loss
– InTCP-based games, it is only translated into an additional
delay (retransmission)
– QoE-enhanced mechanisms for hiding the effect of packet loss.
– The client and the server may be able to do a prediction if a
packet is lost, based on the current movement of the avatar.
– If the forecasted position and the one arrived in the next packet
are not the same, sudden and abrupt movement.
– different degrees of robustness against packet loss.
• Halo stopped working when packet loss was roughly 4 %,
• The users of Quake III did not experience any degradation in the
quality even with a packet loss of about 35 %.
47
QoE models
• “Impairment factor” proposed in [*]:
Impairment factor = ( WL × L + WJ × J ) ( 1 + E )
– WL and WJ : weighting factors for latency (L) and
jitter (J) respectively
– E is the packet loss rate.
48
*Ubicom White Paper (2005) OPScore, or Online Playability Score: A
Metric for Playability of Online Games with Network Impairments.
QoE models
• In [*] only delay and jitter are considered (the
considered FPS game has a very good
method for concealing packet loss):
Impairment factor = 0.104 · ping + jitter
49
*Wattimena AF, Kooij RE, van Vugt JM, Ahmed OK (2006) Predicting the perceived
quality of a first person shooter: the Quake IV G-model. In Proceedings of 5th ACM
SIGCOMM workshop on Network and system support for games (NetGames '06). ACM,
New York, NY, USA, Article 42. doi: 10.1145/1230040.1230052
QoE models
• In [*] packet loss is not considered, taking
into account that aTCP-based game is being
tested, so lost packets are retransmitted:
MOS = 5.17 − 0.012 · delay − 0.018 · jitter
50
*Ries M, Svoboda P, Rupp M (2008) Empirical Study of Subjective Quality for Massive
Multiplayer Games. Proceedings of the 15th International Conference on Systems,
Signals and Image Processing: 181 - 184. doi: 10.1109/IWSSIP.2008.4604397
Limitations of QoE models
• One model is only valid for a single title. Some generic models have
been proposed, but the weighting factors have to be tuned according to
each game → new subjective tests are required.
• The models involve a simplification: the influence of a network
impairment is modified depending on the activity performed by the
player [*].
• Most models do not take context and users parameters into account.
The subjective quality estimation for online games is a much more
complex problem than in the case of Voice over IP.
51
*Suznjevic M, Skorin-Kapov L, Matijasevic M (2013) The impact of user, system, and
context factors on gaming QoE: A case study involving MMORPGs. Network and
Systems Support for Games (NetGames), 12th Annual Workshop on. IEEE. doi:
10.1109/NetGames.2013.6820606
QOE-ENHANCING MECHANISMS
28.10.2015. 52
Delay related methods
• Client side prediction
• Dead reckoning
• Server side delay compensation
• Geographical server distribution
53
Client side prediction
• The client generates a player command
• The next status of the game is calculated by the server
and sent to all the clients, and each of them renders
the scene for its player.
• During this interval, something has to be shown to the
player:
– Performing the movement of the client locally, assuming
that the server will accept the command.
• Drawback: if the server’s response does not fit with
the client prediction, a perceptible shift in the position
of the avatar will be appreciated by the player.
54
Dead reckoning
• Algorithm for estimating the position of an
entity in the virtual world based on its previous
position, orientation, speed, acceleration, etc.
• If a spike of delay or packet loss appears, each
copy of the virtual world will continue to
estimate movement of those entities.
• When an inconsistency is found, some games are
able to make the transition less abrupt, using
smoothing algorithms.
55
Server side delay compensation
• The server “rewinds time” according to the
particular client’s latency, calculating execution of a
particular command (e.g. whether the player’s shot
has managed to hit the target).
56
Server side delay compensation
• The server “rewinds time” according to the
particular client’s latency, calculating execution of a
particular command (e.g. whether the player’s shot
has managed to hit the target).
57
Jack shoots
Server side delay compensation
• The server “rewinds time” according to the
particular client’s latency, calculating execution of a
particular command (e.g. whether the player’s shot
has managed to hit the target).
58
Wang is
here when
the packet
arrives to
the server
Server side delay compensation
• The server “rewinds time” according to the
particular client’s latency, calculating execution of a
particular command (e.g. whether the player’s shot
has managed to hit the target).
59
Wang is
here when
the packet
arrives to
the server
But Wang was
here when
Jack shot
Shooting around the corner problem
(virtual world inconsistency)
10.01.2014. 60
Jack Game server Wang
Position 1
Position 2
Shot towards
Position 1
Wang DEAD
Network delay scheme
time
Position 1
Wang hit!
Wang DEAD
Position 2
Shot
Jack’s
avatar
Wang’s
avatar
Position 1
Wang’s
avatar
Position 2
Virtual world scheme
Geographical server distribution
• A natural method for reducing latency.
• Optimization of server locations.The closer the
server is to the player (physically) the transfer
part of the latency is lower.
• Many games report the geographical place
where their servers are.
• In other cases, players are allowed to select the
server where they want to play.
• They may be able to select a server in another
zone, but in that case they are aware of the
possibility of having a higher latency.
61
Scalability related methods
• Area of Interest
• Sharding
• Zoning
• Mirroring
• Instancing
62
Area of Interest
• All of the players in a massive virtual world receive real
time information regarding all of the other players →
impossible network requirements.
• An Area of Interest (AOI) is defined around the avatar,
also including its field of view.
• Only the information generated by other avatars in
player’s AOI is sent to him/her.
• Keep the processing load and the traffic to be sent to
the player in reasonable limits.
• The statistical model of the traffic which depends on
the number of players in the server.
63
Sharding
• A virtual world can be distributed across game servers in two
ways:
– one logical instance of the virtual world is created for all players and is
spanned across all the machines of the game server farm (e.g. EvE
Online)
– the virtual world is replicated on more than one logical instance,
called shard.
64
Sharding
• Shards partition the player base across
several logical instances of the virtual world
(players in different shards cannot interact
with each other)
• In WoW it is now possible for certain zones to
be shared across different shards, so players
from different shards are now able to play
together.
65
TheAsakai incident
What if a lot of users decides to fight at one
solar system??
Youtube link: http://www.youtube.com/watch?v=_iQw3YcLoQU
Around 2850 people in the same fight at the same time
Integration of multiple games into one
virtual world (Dust 514 and EvE Online)
67
Youtube link: http://www.youtube.com/watch?v=eS4rAYrRHWc, air support
War without the warchief
Youtube link: http://www.youtube.com/watch?v=ZzsIiSTnQfI
Zoning
• Scalability on a single shard.
• Partitions the virtual world into geographical areas
called zones, which can be handled independently by
separate machines.
• In the past, zones had borders (e.g. invisible walls) with
transition spots between them, such as portals,
because transition between zones required certain
time. Bad influence on the players’ immersion.
• Technique called seamless zoning: zones divided by
some geographic markers (e.g. mountains), but there
are no loading screens when players cross.
69
Mirroring
• “Hot spots” appear in virtual worlds, and they typically include
major cities or zones in which gathering of players is common.
• Parallelization of game sessions with a large density of players
located and interacting within each other’s AOI.
• Mirroring: distributing the load by replicating the same game zone
on several servers.
– In each replicated server, the state for a subset of entities (i.e. active
entities) is calculated, while the remaining entities (i.e. shadowed
entities) states are calculated in the other participating servers, and
are synchronized across servers
• The overhead of synchronizing shadowed entities is much lower
than the overhead of computing all entities as active entities [*].
70
*Muller J, Metzen H, Ploss A, Schellmann M, Gorlatch S (2006) Rokkatan: Scaling an RTS
game design to the massively multiplayer realm. Comput. Entertain. 4, 3, Article 11. doi:
10.1145/1146816.1146833
Instancing
• a simplification of mirroring, or even sharding on
a smaller scale.
• Distributes the session load onto multiple
parallel instances for the highly populated zones.
• The instances are independent of each other,
which means that two avatars from different
instances will not be able to interact with each
other, even if they are located at coordinates
within their AOI.
• It is common in many MMORPGs.
71
Scalability related methods
72
Sharding
Zoning
Virtual word 2
MirroringInstancing
Virtual world
Virtual word 2Virtual world 1
Zone
Zoning
Zone
Active entity Shadowed entity Interaction border
Single logical
instance
Sharding
Conclusions #1
• Companies employ different techniques to provide games
in a scalable, reliable and profitable way, with the main
objective of achieving a good Quality of Experience level.
• There is a special difficulty with this kind of service, since
gamers show a very demanding profile.
• The synchronization and the maintaining of a coherent
game state to be shared by the applications of all the
players is not a trivial problem.
• Different genres of online games present specific latency
requirements, depending on the game dynamics, their
characteristics and the level of interaction between the
players.
73
Conclusions #2
• Online games have employed different
architectures, being client-server the one
employed in the vast majority of the cases.
• Online games (except “cloud games”) generate
low-bandwidth traffic flows.
• Different protocols (UDP orTCP) are employed
atTransport level.
• Different techniques used for estimating the
user’s QoE from network parameters.
• Latency is the most important parameter.
74
Conclusions #3
• DifferentQoE-enhancing mechanisms are
used by game providers, as client-side
prediction, server delay compensation.
• Scalability-related techniques are also used
for improving user’s experience.
75
Acknowledgments
• Thanks to Mirko Suznjevic for his help with
the presentation.
• Projects that supported this work:
– Wi-5 H2020 Project (g.a. 644262)
– European Social Fund in collaboration with the
Government of Aragon.
76
This work has been partially
financed by the EU H2020 Wi-5
project, http://www.wi5.eu/
(Grant Agreement no: 644262)
Thank you!
77
EXTRA SLIDES
78
Source: mmodata.org
Subscription based model in decline
(MMORPGs)
A player in the USA:
$15 a month
12 months
$180 a year
Game network traffic - global trends
• Global game traffic
– Very small share of the global volume
– 22% CAGR (Compounded Annual Growth Rate)
10.01.2014. 80
Server organization
• Small virtual worlds
• Usually less then 100 players per map
• Servers hosted by players (lower complexity)
• Very densely geographically distributed (to maximally reduce
network delay)
81
CDF’s of different FPS games
X. Che and B. Ip, “Review: Packet-level traffic analysis of online games from the genre
characteristics perspective”, Journal of Network Computing Appl. 35, 240–252 (2012) 82
World ofTanks
• Effect of player’s death on downlink
83
0
5
10
15
20
25
30
35
0 100 200 300 400 500 600 700
Bandwidth[kbps]
game time [s]
Server-to-client bandwidth
Bandwidth
Tank destroyed
World ofTanks
• No effect of death on uplink
84
0
5
10
15
20
25
0 100 200 300 400 500 600 700
Bandwidth[kbps]
game time [s]
Client-to-server bandwidth
Bandwidth
Tank destroyed
Massively Multiplayer Role-Playing
Games (MMORPGs)
• Gameplay characteristics
– Wide range of possible activities
– Very large virtual worlds
– Virtual economies
– Large number of players in same virtual world (up to tens of
thousands)
• Traffic characteristics
– Much more variable traffic characteristics
– Less fault tolerance
– TCP and UDP
– Looser latency constraints
– Lower packet rate
– Lower bandwidth usage
85
MMORPG - examples
RuneScape
World of WarcraftEverQuest
EVE Online
MMORPG architecture: challenges
• Massively Multiplayer Online Role-Playing Games
– A large number of players which share one virtual world
– WoW – 12 million players (at the peak of popularity)
• Main issues:
– Calculation of the virtual world state
– Consistency
– Cheating avoidance
– Scalability (all servers need to be under control of the provider)
• Two solutions:
– Single space worlds (using huge server farms e.g., EvE Online)
– “Sharding” of virtual word into multiple replicas of the virtual world
across which the players are distributed
• In recent years overlay systems are created over shards (e.g.,World of
Warcraft)
Transport protocols
• Which protocolTCP or UDP?
– Depending on the game genre and mechanic
Protocol MMORPGs
TCP World of Warcraft, Lineage I/II, Guild Wars,
Ragnarok Online, Anarchy Online, Mabinogi
UDP EverQuest, City of Heroes, Star Wars Galaxies,
Ultima Online, Asherons Call, Final Fantasy XI
TCP/
UDP
Dark Age of Camelot
MMORPGs andTCP
• TCP not designed for a real time interactive
application!!! (yet it works)
• Application limited not network limited flows
• Multiple thinTCP flows behave unlike one fatTCP flow
• Mechanisms inTCP directly deteriorate the experience
of the players (delayed ACK, Nagle algorithm)
• Mechanisms ofTCP do not work efficiently for
MMORPG (cwnd reduced due to application not
having something to send)
• High signaling overhead due to small packets
• High number of “pure” ACKS
89
CDF’s of different MMORPGs
X. Che and B. Ip, “Review: Packet-level traffic analysis of online games from the genre
characteristics perspective”, Journal of Network Computing Appl. 35, 240–252 (2012)
90
MMORPG action diversity
91
Impact of MMORPG actions on
network traffic
• Use caseWorld ofWarcraft
• Bandwidth difference – up to 5 times
92
M. Suznjevic, O. Dobrijevic, and M. Matijasevic, "MMORPG Player Actions: Network Performance, Session Patterns and Latency
Requirements Analysis," Multimedia Tools and Applications, vol. 45 no. 1-3, pp. 191-214, 2009.
RealTime Strategies (RTS)
• Usually omnipresent perspective
• Two major components
– Development
– Fighting
• Smaller scale in multiplayer commonly < 10
players in a match
• Recently a sub-genre of RTS games has
increased in popularity – Action RTS (or
MultiplayerOnline BattleArena – MOBA)
93
Game network engines
• Synchronization of the game state between participating
players
• Starcraft 2 uses the “simulation model”
– P2P in a client server model!
– No central authority (server does NOT hold the game state)
– Game completely deterministic – same inputs should yield the
same results
– Every player’s command is queued up to be done at some point
in the future (typically, around 12 frames i. e. 200ms).
– Every player sends the inputs to other players (through the
server)
– Once all inputs are received game tick is calculated on client
side
94
Pros and cons
• Pros:
–Synchronization of only a few commands
instead of positions of thousands of units
– Very low bandwidth usage
• Cons
– Observable input delay (i.e., “lag”) – units do not
respond immediately
– Slowest player slowing down the game for all
– Possible desynchronization – end of a match
95

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Online games: a real-time problem for the network

  • 1. Online games: a real-time problem for the network Liverpool John Moores University, October 28th, 2015 1 Jose Saldana University of Zaragoza, Spain This work has been partially financed by the EU H2020 Wi-5 project, http://www.wi5.eu/ (Grant Agreement no: 644262)
  • 2. Goals of this presentation • Global trends in online games • Impact of Latency • Genres and characteristics • Architectures • NetworkTrafficCharacteristics • Estimating Quality of Experience • Qoe-Enhancing Mechanisms • Conclusions 2
  • 7. Shift towards online • Multiplayer games • Social games • Mobile games • Content distribution • DRM 7
  • 8. Types of multiplayer • Earliest ways – hot seat and split screen • Playing over local networks (e.g. Internet Café) • Playing through Internet (online)
  • 10. Who are the consumers? Today’s video games provide rich, engaging entertainment for all players across all platforms. Our “2015 Essential Facts About the Computer and Video Game Industry” report underscores how video games have evolved into a mass medium: more than 150 million Americans play video games and 42 percent play video games regularly, or at least three hours per week. The average gamer is 35 years old, and 74 percent are age 18 or older. Nearly half (44 percent) of gamers are female and women over the age of 18 represent a significantly greater portion of the game-playing population (33 percent) than boys age 18 or younger (15 percent). A majority of parents (63 percent) say video games are a positive part of their child’s life: 85 percent think that game play is fun for the whole family and 75 percent believe playing games offers a good opportunity to connect with their child. (…). Source: Entertainment Software Association (ESA) http://www.theesa.com/about-esa/industry-facts/ 10
  • 12. Personal Computer (PC) • Multi purpose device – not dedicated purely for purpose of playing games • “Natural” place for networked games • Almost all PCs equipped with a network interface • “Core players” – perceived as a device for core gaming audience 12
  • 13. Consoles • Consoles of the newest generation are equipped with network interfaces • Supported by cloud server infrastructure • XboX One supported by 300 000 servers • Additional payment for multiplayer – PlayStation Plus account – Microsoft Xbox Live account 10.01.2014. 13
  • 14. Mobile • Mobile phones, tablets, handheld consoles • Relatively new but very large market • Biggest problems for Quality of Experience of online games – variability of network parameters (latency, latency variation, and packet loss) Source: Ericsson Mobility Report http://www.ericsson.com/res/docs/2013/ericsson-mobility-report-june-2013.pdf 14
  • 15. Business models • Pay to play – Game client/account – Subscription – Additions to existing games • Free to play (F2P) – Micro transactions – Additional content – Premium accounts – Cosmetic/usability improvements • Combinations 15
  • 17. Impact of the network: example At t=0.0, client 2 shoots the duck 10.01.2014. 17 3 50ms 100 ms 150 ms 2 1 SHOOTS!!! t = 0ms
  • 18. 3 50ms 100 ms 150 ms 2 1 t = 100ms Impact of the network: example At t=100.0, the server receives the shot 10.01.2014. 18
  • 19. 3 50ms 100 ms 150 ms 2 1 t = 150ms Impact of the network: example At t=150.0, client 1 sees the shot (and the retriever appears in the server) 10.01.2014. 19
  • 20. 3 50ms 100 ms 150 ms 2 1 t = 200ms Impact of the network: example At t=2000.0, client 2 sees the shot (and the retriever appears in the client 1) 10.01.2014. 20
  • 21. 3 50ms 100 ms 150 ms 2 1 t = 200ms Impact of the network: example At t=2000.0, client 2 sees the shot (and the retriever appears in the client 1) 10.01.2014. 21
  • 23. Game genres • Game categorization: – Action – Adventure (e.g., Broken Sword) – Arcade (e.g., Pinball) – Children’s Entertainment (e.g., Bob the Builder) – Family Entertainment (e.g., Mahjongg) – Fighting (e.g., Mortal Combat) – Flight (e.g.,Wing Commander) – Racing (e.g., Need For Speed) – Role Playing (e.g., World ofWarcraft) – Shooter (e.g., Quake) – RealTime Strategy (e.g., Starcraft) – MOBA (e.g. League of Legends) – Other Games NPD Group Inc., NDP Software Category Definitions, 2008, https://www5.npd.com/tech/pdf/swcategories.pdf. 23
  • 24. Types of multiplayer • The most popular online multiplayer games: – MMORPG (Massively Multiplayer Online RPG) – FPS (First Person Shooter) – RTS (RealTime Strategy) – MOBA (Multiplayer Online Battle Arena) – combination RTS and RPG genres – Sports
  • 25. Delay sensitivity – MMORPG 120ms – FPS 80 ms – RTS 200-500 ms The experience of the player increases his/her delay sensitivity, i.e. an experienced player gets annoyed more easily than a novel one. The behavior and the skill level of the other players in the party also have an influence on the subjective quality.
  • 27. Architecture • Increasing dominance of client – server (C-S) – Cheating avoidance – Easier synchronization – Billing • Peer to Peer (P2P) – Very few true Peer to Peer games (e.g., Demigod) – Great scalability for large scale virtual worlds – A lot of research activity (e.g., scalability for Minecraft projects) 27
  • 28. Server organization in C-S model • Server included in the game and one client acts as the server (e.g., Counter Strike) • Server application included in the game and players create their own servers without knowing it (e.g., Call of Duty for PS2) • Server fully controlled by the developer/publisher (e.g., World ofWarcraft) Multiplayer match organization may be orchestrated by the game provider, third parties, or by players themselves 28
  • 29. Server organization in C-S model • Server application included in the game and players create their own servers without knowing it. Problem: Server migration 29 0 10 20 30 40 50 60 70 80 400 420 440 460 480 500 520 540 560 580 600 Bandwidth[kbps] Game time [s] Bandwidth sent and received From server #1 From server #2 0 10 20 30 40 50 60 70 80 400 420 440 460 480 500 520 540 560 580 600 Bandwidth[kbps] Game time [s] Bandwidth sent and received To server #1 To server #2
  • 31. Information transferred • What information does the traffic comprise? – Player commands/inputs – Virtual world state refreshes – Chat – Audio flows for player communication • Some games have in-builtVoIP systems • Many players use stand alone applications (Teamspeak, Ventrilo, Skype…) – 3D data describing virtual world (Second Life) – Video • Send by cloud based games • Streaming of gaming sessions 31
  • 32. Network Characteristics Quake 2 (1997) World ofTanks (2014) 32 0 200 400 600 800 1000 1200 1400 40 50 60 70 80 90 100 110 Numberofpackets Packet size [bytes] Quake 2. Packet Size Histogram 0 200 400 600 800 1000 1200 40 50 60 70 80 90 100 110 Numberofpackets Packet size [bytes] World of Tanks. Packet Size Histogram 0 10 20 30 40 50 60 70 10 30 50 70 90 110 130 150Numberofpackets Inter-Packet Time [ms] Quake 2. Inter-Packet Time Histogram 0 5 10 15 20 25 10 30 50 70 90 110 130 150 Numberofpackets Inter-Packet Time [ms] World of Tanks. Inter-Packet Time Histogram
  • 33. Bottlenecks in Client-server model Three potential bottlenecks: - uplink: gamers send their actions - server: calculation of the next state - downlink: send the state to players Server processing capacity limit 33
  • 34. Bottlenecks in Client-server model Two of the bottlenecks are network-related The traffic to be exchanged grows with N2 N(N-1) Server processing capacity limit 34
  • 35. Why so small? • Market penetration! • World ofWarcraft was released in 2004 – in order to reach as much users as possible it needed to work on 33,6k modem • UnrealTournament on 14,4k • High broadband penetration –will games use more and more bandwidth? 35
  • 36. Traffic characterization • Game flows: – Long lived – High packet rate – Small payload sizes – Low bandwidth usage – Using both UDP andTCP – Dependant on the game genre 36
  • 37. TCP for a real-time game? It sounds counterintuitive, but many MMORPGs do useTCP NormalTCP (FTP) MMORPG 37 0 5 10 15 20 25 0 10 20 30 40 50 60 70 80 TCPwindow simulation time [s] TCP Window, FTP 0 5 10 15 20 25 0 10 20 30 40 50 60 70 80 TCPwindow simulation time [s] TCP Window, MMORPG
  • 38. Game traffic evolution? – Not really 1-5kbps (2-8 players) 2-3 kbps (independent of number of players) M. Claypool, D. LaPoint, and J. Winslow, “Network Analysis of Counter-strike and Starcraft,” in Proceedings of the 22nd IEEE International Performance, Computing, and Communications Conference (IPCCC), USA, April 2003. C-S. Lee, “The Revolution of StarCraft Network Traffic” in Proceedings of the 11th Annual Workshop on Network and Systems Support for Games NetGames 2012 38
  • 39. Client versions • Specific application per game – Full clients (all the information stored in the client on player’s device – single player games) – Hybrid clients (need to communicate with the server) • Clients encompassing multiple games – Browser based games – Cloud based games (thin clients) • Client version is dependant of where game logic and rendering is executed which heavily affects traffic characteristics 39
  • 40. Cloud-based games • Cloud gaming traffic – Very high bandwidth usage – High quality video – Very delay sensitive (no client side optimization) – * no high market penetration: Onlive shut down last 30th April – New services: PlayStation Now 40
  • 41. OnLive downstream traffic 41 M. Claypool, D. Finkel, A. Grant, and M. Solano: “Thin to win? Network performance analysis of the OnLive thin client game system”. 11th Annual Workshop on Network and Systems Support for Games (NetGames), 2012 (pp. 1-6). IEEE.
  • 42. 1 10 100 1000 10000 Warcraft III (RTS) World of Warcraft (MMORPG) Madden NFL (Sports) Unreal Tournament (FPS) Second Life (CVE) Crazy Taxi (Cloud) Bandwidth[kbit/s] Bandwidth usage across genres 42
  • 44. Adapting QoE estimators fromVoIP • ITU’s E-Model: 150 ms (OWD) – ITU G.107: • R factor, ranging from 0 to 100 • Directly translated into a Mean Opinion Score (MOS) from 1 (bad) to 5 (excellent) • This can be adapted to online games: – Using the “lag” or “ping” – Subjective tests with real users – Objective tests with bots 44
  • 45. Network Impairments • Latency – LAN parties avoid this, but we are considering the Internet – Parts • Generation delay (capturing key stroke) is negligible • Packet transfer delay (our problem) • Processing delay. It is only a problem in cloud games: – server has to render the scene, code it in a video and send it to the client application, which has to decode and display it to the user (100 to 300 ms) 45
  • 46. Network Impairments • Jitter – We cannot use a de-jitter buffer, as inVoIP – It is used as an input for QoE estimation • It can be translated into packet loss if packets are reordered 46 Delay 1 Delay 2 Delay 3 Delay i Transmission Reception 1 1      n delaydelay IPDV ii ...
  • 47. Network Impairments • Packet loss – InTCP-based games, it is only translated into an additional delay (retransmission) – QoE-enhanced mechanisms for hiding the effect of packet loss. – The client and the server may be able to do a prediction if a packet is lost, based on the current movement of the avatar. – If the forecasted position and the one arrived in the next packet are not the same, sudden and abrupt movement. – different degrees of robustness against packet loss. • Halo stopped working when packet loss was roughly 4 %, • The users of Quake III did not experience any degradation in the quality even with a packet loss of about 35 %. 47
  • 48. QoE models • “Impairment factor” proposed in [*]: Impairment factor = ( WL × L + WJ × J ) ( 1 + E ) – WL and WJ : weighting factors for latency (L) and jitter (J) respectively – E is the packet loss rate. 48 *Ubicom White Paper (2005) OPScore, or Online Playability Score: A Metric for Playability of Online Games with Network Impairments.
  • 49. QoE models • In [*] only delay and jitter are considered (the considered FPS game has a very good method for concealing packet loss): Impairment factor = 0.104 · ping + jitter 49 *Wattimena AF, Kooij RE, van Vugt JM, Ahmed OK (2006) Predicting the perceived quality of a first person shooter: the Quake IV G-model. In Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games (NetGames '06). ACM, New York, NY, USA, Article 42. doi: 10.1145/1230040.1230052
  • 50. QoE models • In [*] packet loss is not considered, taking into account that aTCP-based game is being tested, so lost packets are retransmitted: MOS = 5.17 − 0.012 · delay − 0.018 · jitter 50 *Ries M, Svoboda P, Rupp M (2008) Empirical Study of Subjective Quality for Massive Multiplayer Games. Proceedings of the 15th International Conference on Systems, Signals and Image Processing: 181 - 184. doi: 10.1109/IWSSIP.2008.4604397
  • 51. Limitations of QoE models • One model is only valid for a single title. Some generic models have been proposed, but the weighting factors have to be tuned according to each game → new subjective tests are required. • The models involve a simplification: the influence of a network impairment is modified depending on the activity performed by the player [*]. • Most models do not take context and users parameters into account. The subjective quality estimation for online games is a much more complex problem than in the case of Voice over IP. 51 *Suznjevic M, Skorin-Kapov L, Matijasevic M (2013) The impact of user, system, and context factors on gaming QoE: A case study involving MMORPGs. Network and Systems Support for Games (NetGames), 12th Annual Workshop on. IEEE. doi: 10.1109/NetGames.2013.6820606
  • 53. Delay related methods • Client side prediction • Dead reckoning • Server side delay compensation • Geographical server distribution 53
  • 54. Client side prediction • The client generates a player command • The next status of the game is calculated by the server and sent to all the clients, and each of them renders the scene for its player. • During this interval, something has to be shown to the player: – Performing the movement of the client locally, assuming that the server will accept the command. • Drawback: if the server’s response does not fit with the client prediction, a perceptible shift in the position of the avatar will be appreciated by the player. 54
  • 55. Dead reckoning • Algorithm for estimating the position of an entity in the virtual world based on its previous position, orientation, speed, acceleration, etc. • If a spike of delay or packet loss appears, each copy of the virtual world will continue to estimate movement of those entities. • When an inconsistency is found, some games are able to make the transition less abrupt, using smoothing algorithms. 55
  • 56. Server side delay compensation • The server “rewinds time” according to the particular client’s latency, calculating execution of a particular command (e.g. whether the player’s shot has managed to hit the target). 56
  • 57. Server side delay compensation • The server “rewinds time” according to the particular client’s latency, calculating execution of a particular command (e.g. whether the player’s shot has managed to hit the target). 57 Jack shoots
  • 58. Server side delay compensation • The server “rewinds time” according to the particular client’s latency, calculating execution of a particular command (e.g. whether the player’s shot has managed to hit the target). 58 Wang is here when the packet arrives to the server
  • 59. Server side delay compensation • The server “rewinds time” according to the particular client’s latency, calculating execution of a particular command (e.g. whether the player’s shot has managed to hit the target). 59 Wang is here when the packet arrives to the server But Wang was here when Jack shot
  • 60. Shooting around the corner problem (virtual world inconsistency) 10.01.2014. 60 Jack Game server Wang Position 1 Position 2 Shot towards Position 1 Wang DEAD Network delay scheme time Position 1 Wang hit! Wang DEAD Position 2 Shot Jack’s avatar Wang’s avatar Position 1 Wang’s avatar Position 2 Virtual world scheme
  • 61. Geographical server distribution • A natural method for reducing latency. • Optimization of server locations.The closer the server is to the player (physically) the transfer part of the latency is lower. • Many games report the geographical place where their servers are. • In other cases, players are allowed to select the server where they want to play. • They may be able to select a server in another zone, but in that case they are aware of the possibility of having a higher latency. 61
  • 62. Scalability related methods • Area of Interest • Sharding • Zoning • Mirroring • Instancing 62
  • 63. Area of Interest • All of the players in a massive virtual world receive real time information regarding all of the other players → impossible network requirements. • An Area of Interest (AOI) is defined around the avatar, also including its field of view. • Only the information generated by other avatars in player’s AOI is sent to him/her. • Keep the processing load and the traffic to be sent to the player in reasonable limits. • The statistical model of the traffic which depends on the number of players in the server. 63
  • 64. Sharding • A virtual world can be distributed across game servers in two ways: – one logical instance of the virtual world is created for all players and is spanned across all the machines of the game server farm (e.g. EvE Online) – the virtual world is replicated on more than one logical instance, called shard. 64
  • 65. Sharding • Shards partition the player base across several logical instances of the virtual world (players in different shards cannot interact with each other) • In WoW it is now possible for certain zones to be shared across different shards, so players from different shards are now able to play together. 65
  • 66. TheAsakai incident What if a lot of users decides to fight at one solar system?? Youtube link: http://www.youtube.com/watch?v=_iQw3YcLoQU Around 2850 people in the same fight at the same time
  • 67. Integration of multiple games into one virtual world (Dust 514 and EvE Online) 67 Youtube link: http://www.youtube.com/watch?v=eS4rAYrRHWc, air support
  • 68. War without the warchief Youtube link: http://www.youtube.com/watch?v=ZzsIiSTnQfI
  • 69. Zoning • Scalability on a single shard. • Partitions the virtual world into geographical areas called zones, which can be handled independently by separate machines. • In the past, zones had borders (e.g. invisible walls) with transition spots between them, such as portals, because transition between zones required certain time. Bad influence on the players’ immersion. • Technique called seamless zoning: zones divided by some geographic markers (e.g. mountains), but there are no loading screens when players cross. 69
  • 70. Mirroring • “Hot spots” appear in virtual worlds, and they typically include major cities or zones in which gathering of players is common. • Parallelization of game sessions with a large density of players located and interacting within each other’s AOI. • Mirroring: distributing the load by replicating the same game zone on several servers. – In each replicated server, the state for a subset of entities (i.e. active entities) is calculated, while the remaining entities (i.e. shadowed entities) states are calculated in the other participating servers, and are synchronized across servers • The overhead of synchronizing shadowed entities is much lower than the overhead of computing all entities as active entities [*]. 70 *Muller J, Metzen H, Ploss A, Schellmann M, Gorlatch S (2006) Rokkatan: Scaling an RTS game design to the massively multiplayer realm. Comput. Entertain. 4, 3, Article 11. doi: 10.1145/1146816.1146833
  • 71. Instancing • a simplification of mirroring, or even sharding on a smaller scale. • Distributes the session load onto multiple parallel instances for the highly populated zones. • The instances are independent of each other, which means that two avatars from different instances will not be able to interact with each other, even if they are located at coordinates within their AOI. • It is common in many MMORPGs. 71
  • 72. Scalability related methods 72 Sharding Zoning Virtual word 2 MirroringInstancing Virtual world Virtual word 2Virtual world 1 Zone Zoning Zone Active entity Shadowed entity Interaction border Single logical instance Sharding
  • 73. Conclusions #1 • Companies employ different techniques to provide games in a scalable, reliable and profitable way, with the main objective of achieving a good Quality of Experience level. • There is a special difficulty with this kind of service, since gamers show a very demanding profile. • The synchronization and the maintaining of a coherent game state to be shared by the applications of all the players is not a trivial problem. • Different genres of online games present specific latency requirements, depending on the game dynamics, their characteristics and the level of interaction between the players. 73
  • 74. Conclusions #2 • Online games have employed different architectures, being client-server the one employed in the vast majority of the cases. • Online games (except “cloud games”) generate low-bandwidth traffic flows. • Different protocols (UDP orTCP) are employed atTransport level. • Different techniques used for estimating the user’s QoE from network parameters. • Latency is the most important parameter. 74
  • 75. Conclusions #3 • DifferentQoE-enhancing mechanisms are used by game providers, as client-side prediction, server delay compensation. • Scalability-related techniques are also used for improving user’s experience. 75
  • 76. Acknowledgments • Thanks to Mirko Suznjevic for his help with the presentation. • Projects that supported this work: – Wi-5 H2020 Project (g.a. 644262) – European Social Fund in collaboration with the Government of Aragon. 76 This work has been partially financed by the EU H2020 Wi-5 project, http://www.wi5.eu/ (Grant Agreement no: 644262)
  • 79. Source: mmodata.org Subscription based model in decline (MMORPGs) A player in the USA: $15 a month 12 months $180 a year
  • 80. Game network traffic - global trends • Global game traffic – Very small share of the global volume – 22% CAGR (Compounded Annual Growth Rate) 10.01.2014. 80
  • 81. Server organization • Small virtual worlds • Usually less then 100 players per map • Servers hosted by players (lower complexity) • Very densely geographically distributed (to maximally reduce network delay) 81
  • 82. CDF’s of different FPS games X. Che and B. Ip, “Review: Packet-level traffic analysis of online games from the genre characteristics perspective”, Journal of Network Computing Appl. 35, 240–252 (2012) 82
  • 83. World ofTanks • Effect of player’s death on downlink 83 0 5 10 15 20 25 30 35 0 100 200 300 400 500 600 700 Bandwidth[kbps] game time [s] Server-to-client bandwidth Bandwidth Tank destroyed
  • 84. World ofTanks • No effect of death on uplink 84 0 5 10 15 20 25 0 100 200 300 400 500 600 700 Bandwidth[kbps] game time [s] Client-to-server bandwidth Bandwidth Tank destroyed
  • 85. Massively Multiplayer Role-Playing Games (MMORPGs) • Gameplay characteristics – Wide range of possible activities – Very large virtual worlds – Virtual economies – Large number of players in same virtual world (up to tens of thousands) • Traffic characteristics – Much more variable traffic characteristics – Less fault tolerance – TCP and UDP – Looser latency constraints – Lower packet rate – Lower bandwidth usage 85
  • 86. MMORPG - examples RuneScape World of WarcraftEverQuest EVE Online
  • 87. MMORPG architecture: challenges • Massively Multiplayer Online Role-Playing Games – A large number of players which share one virtual world – WoW – 12 million players (at the peak of popularity) • Main issues: – Calculation of the virtual world state – Consistency – Cheating avoidance – Scalability (all servers need to be under control of the provider) • Two solutions: – Single space worlds (using huge server farms e.g., EvE Online) – “Sharding” of virtual word into multiple replicas of the virtual world across which the players are distributed • In recent years overlay systems are created over shards (e.g.,World of Warcraft)
  • 88. Transport protocols • Which protocolTCP or UDP? – Depending on the game genre and mechanic Protocol MMORPGs TCP World of Warcraft, Lineage I/II, Guild Wars, Ragnarok Online, Anarchy Online, Mabinogi UDP EverQuest, City of Heroes, Star Wars Galaxies, Ultima Online, Asherons Call, Final Fantasy XI TCP/ UDP Dark Age of Camelot
  • 89. MMORPGs andTCP • TCP not designed for a real time interactive application!!! (yet it works) • Application limited not network limited flows • Multiple thinTCP flows behave unlike one fatTCP flow • Mechanisms inTCP directly deteriorate the experience of the players (delayed ACK, Nagle algorithm) • Mechanisms ofTCP do not work efficiently for MMORPG (cwnd reduced due to application not having something to send) • High signaling overhead due to small packets • High number of “pure” ACKS 89
  • 90. CDF’s of different MMORPGs X. Che and B. Ip, “Review: Packet-level traffic analysis of online games from the genre characteristics perspective”, Journal of Network Computing Appl. 35, 240–252 (2012) 90
  • 92. Impact of MMORPG actions on network traffic • Use caseWorld ofWarcraft • Bandwidth difference – up to 5 times 92 M. Suznjevic, O. Dobrijevic, and M. Matijasevic, "MMORPG Player Actions: Network Performance, Session Patterns and Latency Requirements Analysis," Multimedia Tools and Applications, vol. 45 no. 1-3, pp. 191-214, 2009.
  • 93. RealTime Strategies (RTS) • Usually omnipresent perspective • Two major components – Development – Fighting • Smaller scale in multiplayer commonly < 10 players in a match • Recently a sub-genre of RTS games has increased in popularity – Action RTS (or MultiplayerOnline BattleArena – MOBA) 93
  • 94. Game network engines • Synchronization of the game state between participating players • Starcraft 2 uses the “simulation model” – P2P in a client server model! – No central authority (server does NOT hold the game state) – Game completely deterministic – same inputs should yield the same results – Every player’s command is queued up to be done at some point in the future (typically, around 12 frames i. e. 200ms). – Every player sends the inputs to other players (through the server) – Once all inputs are received game tick is calculated on client side 94
  • 95. Pros and cons • Pros: –Synchronization of only a few commands instead of positions of thousands of units – Very low bandwidth usage • Cons – Observable input delay (i.e., “lag”) – units do not respond immediately – Slowest player slowing down the game for all – Possible desynchronization – end of a match 95

Notas del editor

  1. Two controllers
  2. GoonSwarm Titan ship jumped into wrong EVE Online has had trouble with large battles in the past (in fact, one slightly larger than the Battle of Asakai happened in October 2012) – server lag can destroy the experience. To help, they use something called Time Dilation. When the server load gets too high, the star system where the battle is occurring is slowed down to as little as 10 percent of real-time. It's basically intentional lag. Battle slows down, but all commands and events are processed properly and in order, unlike the chaos of true lag. Because systems outside the battle are not affected by Time Dilation, it allowed lots of time for reinforcements to arrive in-system and join the In the end, the CFC was soundly defeated, losing 44 Dreadnoughts, 29 Carriers, five Supercarriers, and three Titans to TEST's six Dreadnoughts, 11 Carriers, and one Supercarrier. The Titan that started it all survived. Total losses are estimated at 700 billion ISK (EVE's in-game currency). What's really interesting is that EVE allows ISK to be bought and sold freely, so those losses can be translated into real-world amounts. In this case, estimates suggest losses of about $15,000.
  3. air support
  4. jose