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COMPARISON OF
MULTIPLEXING POLICIES FOR
FPS GAMES IN TERMS OF
SUBJECTIVE QUALITY
GTC

Communication
Technologies Group

Jose Saldana
Julián Fernández-Navajas
José Ruiz-Mas
Luis Sequeira
Luis Casadesus
University of Zaragoza, Spain
Index
-

I. Introduction
II. Test Methodology
III. Tests and Results
IV. Conclusions
Index
-

I. Introduction
II. Test Methodology
III. Tests and Results
IV. Conclusions
Introduction
- Online games are getting very
popular in the last years
Introduction

Real-time strategy

Sports

MMORPG

FPS
Introduction
- First Person Shooters: the ones
with the tightest real-time
requirements (video)
Introduction
- Gamers: Very difficult customers
to deal with
Introduction
Delay: Very important

Also:
Jitter
Packet loss
Introduction
Scenarios where a number of players
share the same connection

TCM
TCM

Multiplexer

.
.
.

TCM

Multiplexer

Central
Server

Players

Access
Multiplexer router

Game
Server
Introduction
By multiplexing, we can save
- Bandwidth
- Packets per second
delaymux

delayrouter

delaynetwork

IP network
router

.
.
.

MUX

DEMUX

Game Server

Players
IP

TCM

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

payload
ECRTP

...

ECRTP

RTP
UDP
IP

PPP Mux
PPP
L2TP

VoIP

IP

One IPv4/UDP/RTP VoIP packet with two samples of 10 bytes
η=20/60=33%

40 to 6-8 bytes compression

Five IPv4/UDP/RTP VoIP packets with two samples of 10 bytes
η=20/60=33%

One IPv4 TCMTF Packet multiplexing five two sample packets
η=100/161=62%

saving
Introduction
Adaptation of an RTP VoIP mux
technique, to non-RTP flows
One IPv4/TCP packet 1500 bytes
η=1460/1500=97%

Payload

Payload
Reduced Header

...

UDP
Reduced Header
IP

PPP Mux
PPP

One IPv4/UDP/RTP packet of VoIP with two samples of 10 bytes L2TP
η=20/60=33%
IP
One IPv4/UDP server-to-client packet of Counter Strike with 9 players
η=160/188=85%
Four IPv4/UDP client-to-server packets of Counter Strike
η=61/89=68%
One IPv4/TCM packet multiplexing four client-to-server Counter Strike packets
η=244/293=83%

saving
Introduction
Significant savings:
Bandwidth Saving
35%

30%

25%

BS

20%

15%
20 players
10%
15 players
10 players

5%

5 players
0%
5

10

15

20

25

30

period (ms)

35

40

45

50
Introduction
By multiplexing, we can save
- Bandwidth
- Packets per second
… at the cost of adding
- Delay
- Jitter
delaymux

delayrouter

delaynetwork

IP network

router

.
.
.

MUX

DEMUX

Game Server

Players
IP

TCM

IP
Introduction
Two policies to define which packets
are multiplexed
1) period
Native
traffic
...

PE

PE

PE

Multiplexed
traffic . . .

2) timeout

Native
traffic
...

Multiplexed
traffic . . .

PE

...

...

TO

TO
...

...
Introduction
Expected results:
Period
- Smaller savings
- Less jitter

Native
traffic
...

PE

PE

PE

PE
...

Multiplexed
traffic . . .

...

TO

Timeout
- Higher savings
- Higher additional jitter
Native
traffic
...

Multiplexed
traffic . . .

TO
...

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

Tradeoff: savings vs jitter
Index
-

I. Introduction
II. Test Methodology
III. Tests and Results
IV. Conclusions
Test methodology
- Traffic of the game
-

Small packets (79.5 bytes avg)
64 pps

40 50 60 70 80 90 100 110
bytes

0

10 20 30 40 50 60 70
ms
Test methodology
- Simulation scenario:
-

-

Traces of gaming traffic
Background traffic

RTT delay: sum of the delays
delaymux

delayrouter

delaynetwork

IP network
router

.
.
.

MUX

DEMUX

Game Server

Players
IP

TCM

IP
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
Test methodology
BW↓

PE/TO ↑

Buffer
delay and
jitter↓
Mux delay
and
jitter↑

delaymux

delayrouter

delaynetwork

IP network
router

.
.
.

MUX

DEMUX

Game Server

Players
IP

TCM

IP
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%.
Index
-

I. Introduction
II. Test Methodology
III. Tests and Results
IV. Conclusions
Tests and Results
5 players TO
30

5 players PE

25

Average Retention Time

10 players TO

5 and 10 players: TO
adds more delay

10 players PE

ms

20
15
10

5
0
5

10

15

20

25
30
35
Period or timeout (ms)

40

45

50
Tests and Results
5 players TO
30

5 players PE

25

Average Retention Time

10 players TO
10 players PE

ms

20
15
10

Saturation: above 25 ms,
a size of 1500 bytes is
reached, so the packet is
sent

5
0
5

10

15

20

25
30
35
Period or timeout (ms)

40

45

50
Tests and Results
15 players TO
30

15 players PE

25

Average Retention Time

20 players TO

15 and 20 players: slight
difference

20 players PE

ms

20
15

Retention: T/2
10

5
0
5

10

15

20

25
30
35
Period or timeout (ms)

40

45

50
Tests and Results
Retention time histogram TO=15ms

number of packets

1000
800
600
400
200
0
0

5

10
Timeout (ms)

15

20

15

20

Retention time histogram PE=15ms

number of packets

1000
800
600
400
200

0
0

5

10
Period (ms)
Tests and Results
Peak of 4119
packets: trigger

Retention time histogram TO=15ms

Tail above 15 ms: more
jitter. No upper bound
for delay

number of packets

1000
800
600
400
200
0
0

5

10
Timeout (ms)

15

20

15

20

Retention time histogram PE=15ms

number of packets

1000
800
600
400
200

0
0

5

10
Period (ms)
Tests and Results
20 players PE

Retention Time stdev

15 players PE
18

10 players PE
5 players PE

16

20 players TO
15 players TO

14

10 players TO
5 players TO

12

stdev (ms)

10
8
6
4
2
0
5

10

15

20

25
30
Period or Timeout (ms)

35

40

45

50
Tests and Results
20 players PE

Retention Time stdev

15 players PE
18

10 players PE
5 players PE

16

20 players TO
15 players TO

14

10 players TO

5 and 10
players: higher
difference

5 players TO

12

stdev (ms)

10
8
6

15 and 20 players: slight
difference

4
2
0
5

10

15

20

25
30
Period or Timeout (ms)

35

40

45

50
Tests and Results
Next tests:
- Background traffic
- 5 players
- 5, 15, 25 ms period / timeout
Tests and Results
RTT, Quake IV, 5 players, 10kB
70

60
50

ms

40
30
20

TO=25ms 10kB
PE=25ms 10kB
TO=15ms 10kB
PE=15ms 10kB
TO=5ms 10kB
PE=5ms 10kB

10
0
0

200

400

600

800
1000
1200
1400
background traffic (kbps)

1600

1800

2000
Tests and Results
RTT, Quake IV, 5 players, 10kB
70

timeout

25 ms
60

TO presents a slightly
higher delay

period

50

ms

40

15 ms

30

5 ms
20

TO=25ms 10kB
PE=25ms 10kB
TO=15ms 10kB
PE=15ms 10kB
TO=5ms 10kB
PE=5ms 10kB

10
0
0

200

400

600

800
1000
1200
1400
background traffic (kbps)

1600

1800

2000
Tests and Results
jitter, Quake IV, 5 players, 10kB
16
TO=25ms 10kB
PE=25ms 10kB
TO=15ms 10kB
PE=15ms 10kB
TO=5ms 10kB
PE=5ms 10kB

14
12

ms

10
8
6
4

2
0
0

200

400

600

800
1000
1200
1400
background traffic (kbps)

1600

1800

2000
Tests and Results
jitter, Quake IV, 5 players, 10kB
16
TO=25ms 10kB
PE=25ms 10kB
TO=15ms 10kB
PE=15ms 10kB
TO=5ms 10kB
PE=5ms 10kB

14
12

ms

10
8
6
4

2

TO adds more jitter

0
0

200

400

600

800
1000
1200
1400
background traffic (kbps)

1600

1800

2000
Tests and Results
MOS, Quake IV, 5 players, 10kB
4

3.5

MOS

3

2.5

2

PE=5ms 10kB
TO=5ms 10kB
PE=15ms 10kB
TO=15ms 10kB
PE=25ms 10kB
TO=25ms 10kB

1.5

1
0

200

400

600

800
1000
1200
1400
background traffic (kbps)

1600

1800

2000
Tests and Results
MOS, Quake IV, 5 players, 10kB
4

3.5

MOS

3

2.5

2

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

PE=5ms 10kB
TO=5ms 10kB
PE=15ms 10kB
TO=15ms 10kB
PE=25ms 10kB
TO=25ms 10kB

1.5

1
0

200

400

600

800
1000
1200
1400
background traffic (kbps)

1600

1800

2000
Tests and Results
The difference can only be appreciated
when the number of players is small
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 %
Index
-

I. Introduction
II. Test Methodology
III. Tests and Results
IV. Conclusions
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
Conclusions
- 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
THANK YOU

GTC

Communication
Technologies Group

jsaldana@unizar.es

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

  • 1. COMPARISON OF MULTIPLEXING POLICIES FOR FPS GAMES IN TERMS OF SUBJECTIVE QUALITY GTC Communication Technologies Group Jose Saldana Julián Fernández-Navajas José Ruiz-Mas Luis Sequeira Luis Casadesus University of Zaragoza, Spain
  • 2. Index - I. Introduction II. Test Methodology III. Tests and Results IV. Conclusions
  • 3. Index - I. Introduction II. Test Methodology III. Tests and Results IV. Conclusions
  • 4. Introduction - Online games are getting very popular in the last years
  • 6. Introduction - First Person Shooters: the ones with the tightest real-time requirements (video)
  • 7. Introduction - Gamers: Very difficult customers to deal with
  • 9. Introduction Scenarios where a number of players share the same connection TCM TCM Multiplexer . . . TCM Multiplexer Central Server Players Access Multiplexer router Game Server
  • 10. Introduction By multiplexing, we can save - Bandwidth - Packets per second delaymux delayrouter delaynetwork IP network router . . . MUX DEMUX Game Server Players IP TCM IP
  • 11. Introduction Adaptation of an RTP VoIP mux technique, to non-RTP flows payload payload ECRTP ... ECRTP RTP UDP IP PPP Mux PPP L2TP VoIP IP One IPv4/UDP/RTP VoIP packet with two samples of 10 bytes η=20/60=33% 40 to 6-8 bytes compression Five IPv4/UDP/RTP VoIP packets with two samples of 10 bytes η=20/60=33% One IPv4 TCMTF Packet multiplexing five two sample packets η=100/161=62% saving
  • 12. Introduction Adaptation of an RTP VoIP mux technique, to non-RTP flows One IPv4/TCP packet 1500 bytes η=1460/1500=97% Payload Payload Reduced Header ... UDP Reduced Header IP PPP Mux PPP One IPv4/UDP/RTP packet of VoIP with two samples of 10 bytes L2TP η=20/60=33% IP One IPv4/UDP server-to-client packet of Counter Strike with 9 players η=160/188=85% Four IPv4/UDP client-to-server packets of Counter Strike η=61/89=68% One IPv4/TCM packet multiplexing four client-to-server Counter Strike packets η=244/293=83% saving
  • 13. Introduction Significant savings: Bandwidth Saving 35% 30% 25% BS 20% 15% 20 players 10% 15 players 10 players 5% 5 players 0% 5 10 15 20 25 30 period (ms) 35 40 45 50
  • 14. Introduction By multiplexing, we can save - Bandwidth - Packets per second … at the cost of adding - Delay - Jitter delaymux delayrouter delaynetwork IP network router . . . MUX DEMUX Game Server Players IP TCM IP
  • 15. Introduction Two policies to define which packets are multiplexed 1) period Native traffic ... PE PE PE Multiplexed traffic . . . 2) timeout Native traffic ... Multiplexed traffic . . . PE ... ... TO TO ... ...
  • 16. Introduction Expected results: Period - Smaller savings - Less jitter Native traffic ... PE PE PE PE ... Multiplexed traffic . . . ... TO Timeout - Higher savings - Higher additional jitter Native traffic ... Multiplexed traffic . . . TO ... ...
  • 17. Introduction In this work, we compare timeout and period policies, in terms of a subjective quality estimator. Tradeoff: savings vs jitter
  • 18. Index - I. Introduction II. Test Methodology III. Tests and Results IV. Conclusions
  • 19. Test methodology - Traffic of the game - Small packets (79.5 bytes avg) 64 pps 40 50 60 70 80 90 100 110 bytes 0 10 20 30 40 50 60 70 ms
  • 20. Test methodology - Simulation scenario: - - Traces of gaming traffic Background traffic RTT delay: sum of the delays delaymux delayrouter delaynetwork IP network router . . . MUX DEMUX Game Server Players IP TCM IP
  • 21. 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
  • 22. Test methodology BW↓ PE/TO ↑ Buffer delay and jitter↓ Mux delay and jitter↑ delaymux delayrouter delaynetwork IP network router . . . MUX DEMUX Game Server Players IP TCM IP
  • 23. 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%.
  • 24. Index - I. Introduction II. Test Methodology III. Tests and Results IV. Conclusions
  • 25. Tests and Results 5 players TO 30 5 players PE 25 Average Retention Time 10 players TO 5 and 10 players: TO adds more delay 10 players PE ms 20 15 10 5 0 5 10 15 20 25 30 35 Period or timeout (ms) 40 45 50
  • 26. Tests and Results 5 players TO 30 5 players PE 25 Average Retention Time 10 players TO 10 players PE ms 20 15 10 Saturation: above 25 ms, a size of 1500 bytes is reached, so the packet is sent 5 0 5 10 15 20 25 30 35 Period or timeout (ms) 40 45 50
  • 27. Tests and Results 15 players TO 30 15 players PE 25 Average Retention Time 20 players TO 15 and 20 players: slight difference 20 players PE ms 20 15 Retention: T/2 10 5 0 5 10 15 20 25 30 35 Period or timeout (ms) 40 45 50
  • 28. Tests and Results Retention time histogram TO=15ms number of packets 1000 800 600 400 200 0 0 5 10 Timeout (ms) 15 20 15 20 Retention time histogram PE=15ms number of packets 1000 800 600 400 200 0 0 5 10 Period (ms)
  • 29. Tests and Results Peak of 4119 packets: trigger Retention time histogram TO=15ms Tail above 15 ms: more jitter. No upper bound for delay number of packets 1000 800 600 400 200 0 0 5 10 Timeout (ms) 15 20 15 20 Retention time histogram PE=15ms number of packets 1000 800 600 400 200 0 0 5 10 Period (ms)
  • 30. Tests and Results 20 players PE Retention Time stdev 15 players PE 18 10 players PE 5 players PE 16 20 players TO 15 players TO 14 10 players TO 5 players TO 12 stdev (ms) 10 8 6 4 2 0 5 10 15 20 25 30 Period or Timeout (ms) 35 40 45 50
  • 31. Tests and Results 20 players PE Retention Time stdev 15 players PE 18 10 players PE 5 players PE 16 20 players TO 15 players TO 14 10 players TO 5 and 10 players: higher difference 5 players TO 12 stdev (ms) 10 8 6 15 and 20 players: slight difference 4 2 0 5 10 15 20 25 30 Period or Timeout (ms) 35 40 45 50
  • 32. Tests and Results Next tests: - Background traffic - 5 players - 5, 15, 25 ms period / timeout
  • 33. Tests and Results RTT, Quake IV, 5 players, 10kB 70 60 50 ms 40 30 20 TO=25ms 10kB PE=25ms 10kB TO=15ms 10kB PE=15ms 10kB TO=5ms 10kB PE=5ms 10kB 10 0 0 200 400 600 800 1000 1200 1400 background traffic (kbps) 1600 1800 2000
  • 34. Tests and Results RTT, Quake IV, 5 players, 10kB 70 timeout 25 ms 60 TO presents a slightly higher delay period 50 ms 40 15 ms 30 5 ms 20 TO=25ms 10kB PE=25ms 10kB TO=15ms 10kB PE=15ms 10kB TO=5ms 10kB PE=5ms 10kB 10 0 0 200 400 600 800 1000 1200 1400 background traffic (kbps) 1600 1800 2000
  • 35. Tests and Results jitter, Quake IV, 5 players, 10kB 16 TO=25ms 10kB PE=25ms 10kB TO=15ms 10kB PE=15ms 10kB TO=5ms 10kB PE=5ms 10kB 14 12 ms 10 8 6 4 2 0 0 200 400 600 800 1000 1200 1400 background traffic (kbps) 1600 1800 2000
  • 36. Tests and Results jitter, Quake IV, 5 players, 10kB 16 TO=25ms 10kB PE=25ms 10kB TO=15ms 10kB PE=15ms 10kB TO=5ms 10kB PE=5ms 10kB 14 12 ms 10 8 6 4 2 TO adds more jitter 0 0 200 400 600 800 1000 1200 1400 background traffic (kbps) 1600 1800 2000
  • 37. Tests and Results MOS, Quake IV, 5 players, 10kB 4 3.5 MOS 3 2.5 2 PE=5ms 10kB TO=5ms 10kB PE=15ms 10kB TO=15ms 10kB PE=25ms 10kB TO=25ms 10kB 1.5 1 0 200 400 600 800 1000 1200 1400 background traffic (kbps) 1600 1800 2000
  • 38. Tests and Results MOS, Quake IV, 5 players, 10kB 4 3.5 MOS 3 2.5 2 PE is globally better. Smaller retention time and jitter are better than higher bandwidth saving PE=5ms 10kB TO=5ms 10kB PE=15ms 10kB TO=15ms 10kB PE=25ms 10kB TO=25ms 10kB 1.5 1 0 200 400 600 800 1000 1200 1400 background traffic (kbps) 1600 1800 2000
  • 39. Tests and Results The difference can only be appreciated when the number of players is small 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 %
  • 40. Index - I. Introduction II. Test Methodology III. Tests and Results IV. Conclusions
  • 41. 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
  • 42. Conclusions - 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