Networked games: a QoS-sensitive application for QoS-insensitive users?
Tristan Henderson and Saleem Bhatti
{T.Henderson,S.Bhatti}@cs.ucl.ac.uk
Department of Computer Science, University College London
SIGCOMM RIPQoS workshop — 27/08/03 – p.1/14
Networked games: a QoS-sensitive application for QoS-insensitive - - PowerPoint PPT Presentation
Networked games: a QoS-sensitive application for QoS-insensitive users? Tristan Henderson and Saleem Bhatti { T.Henderson,S.Bhatti } @cs.ucl.ac.uk Department of Computer Science, University College London SIGCOMM RIPQoS workshop 27/08/03
Tristan Henderson and Saleem Bhatti
Department of Computer Science, University College London
SIGCOMM RIPQoS workshop — 27/08/03 – p.1/14
Not that popular. . . (but Apple, AOL?)
Reasonably popular. . .
Very popular But where’s the QoS?
SIGCOMM RIPQoS workshop — 27/08/03 – p.2/14
SIGCOMM RIPQoS workshop — 27/08/03 – p.3/14
$1.5bn revenue / year (total games market =$11bn) 114 million players by 2006 55 million “casual” players
FPS — Half-Life, Quake, Doom MMORPG — Everquest, Star Wars: Galaxies RTS — Civilization, Age of Empires
SIGCOMM RIPQoS workshop — 27/08/03 – p.4/14
200ms requirement for interaction
100-300ms for simulations
interaction difficult ≥225ms
100ms for racing games around 150-250ms for FPS 150ms for MiMaze
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Set up some public game servers Alter the QoS (delay) See what happens
Joining a server —are players dissuaded? Leaving a server —are players annoyed enough to leave?
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GAME DELAY SERVERS GENERATOR
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5 10 15 20 25 16/06 17/06 18/06 19/06 20/06 21/06 Players Time Session membership server1 server2
SIGCOMM RIPQoS workshop — 27/08/03 – p.8/14
5 10 15 20 25 01/05 02/05 03/05 04/05 05/05 06/05 07/05 08/05 Players Time Session membership server1 server2
50ms seems to be enough to deter
SIGCOMM RIPQoS workshop — 27/08/03 – p.9/14
Add up to 250ms, i.e. 2× “tolerable” amount
SIGCOMM RIPQoS workshop — 27/08/03 – p.10/14
Add delay to a subset of players on the server
Even though relative differences in delay have an effect on performance Time again has an effect —players who didn’t leave in event
SIGCOMM RIPQoS workshop — 27/08/03 – p.11/14
Controlled experiments indicate players can notice 150ms and don’t like 250ms It appears they tolerate much more in the “real world”
Utility of application is not static over time Can ISPs exploit this?
Surveys indicate players unwilling to pay for QoS If can’t notice QoS, they will be even less willing to pay. . .
SIGCOMM RIPQoS workshop — 27/08/03 – p.12/14
Other QoS parameters Other strategies for annoying players
driving, MMORPG etc.
Mobile
Cooperative users versus non-cooperative ISPs
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Is choosing a QoS level an appropriate end-user decision?
What will it look like?
Napster → no-one is paying for music Console users, MMORPGs
Will users pay for it?
SIGCOMM RIPQoS workshop — 27/08/03 – p.14/14