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§9 Compensating Resource Limitations §9 Compensating Resource Limitations
- aspects of compensation
aspects of compensation
- information principle equation
information principle equation
- consistency and responsiveness
consistency and responsiveness
- scalability
scalability
- protocol optimization
protocol optimization
- dead reckoning
dead reckoning
- local perception filters
local perception filters
- synchronized simulation
synchronized simulation
- area
area-
- of
- f-
- interest filtering
interest filtering
Information Information-
- Centric
Centric View of Resources View of Resources
- Bandwidth requirements increase
Bandwidth requirements increase with the number of with the number of players players
- Each additional
Each additional player player
- must receive the initial
must receive the initial game game state and the updates that other state and the updates that other users are already receiving users are already receiving
- introduces new updates to the
introduces new updates to the existing existing shared state shared state and new and new interactions interactions with the with the existing existing players players
- introduces new shared
introduces new shared state state
- Additional
Additional players players require require additional processor cycles at additional processor cycles at the existing the existing player’s player’s host host
- Each additional
Each additional player player
- introduces new elements to
introduces new elements to render render
- increases the amount of
increases the amount of caching (new shared state ) caching (new shared state )
- increases the number of
increases the number of updates to receive and handle updates to receive and handle
Information Information Principle Principle
- The most scalable
The most scalable networked application networked application is the one that does is the one that does not require not require networking networking
- To
To achieve scalability and performance, achieve scalability and performance, the the overall resource
- verall resource
penalty incurred within penalty incurred within a networked application must be a networked application must be reduced reduced The resource utilization is directly related to the amount of information that must be sent and received by each host and how quickly that information must be delivered by the network. The resource utilization The resource utilization is is directly related to the amount of directly related to the amount of information that must be sent and received by each host and information that must be sent and received by each host and how quickly that information must be delivered by the how quickly that information must be delivered by the network. network.
Information Principle Equation Information Principle Equation
Resources = Resources = M M × × H H × × B B × × T T × × P P M M = = number of number of m messages transmitted essages transmitted H H = = average number of destination average number of destination h hosts for each message
- sts for each message
B B = = average amount of network average amount of network b bandwidth required for a andwidth required for a message to each destination message to each destination T T = = t timeliness in which the network must deliver packets to each imeliness in which the network must deliver packets to each destination destination P P = = number of number of p processor cycles required to receive and process rocessor cycles required to receive and process each message each message
Information Principle Equation as a Tool Information Principle Equation as a Tool
- Each reduction
Each reduction ⇒ ⇒ a compensating increase or a compensating a compensating increase or a compensating degradation in the quality degradation in the quality
- How to modify depends on the application
How to modify depends on the application
M M H H B B T T P P Dead Reckoning Dead Reckoning
Information Principle Information Principle Equation: Examples Equation: Examples
M M H H B B T T P P M M H H B B T T P P Server Server-
- network
network
p1,1 p1,2 p1,n p2,1 p2,2 p2,n p3,1 p3,2 p3,n Server 2 Server 3 Server 1
Message Message compression compression
36 bytes 36 bytes 24 bytes 24 bytes