ENSC 427
Shahi, Randeep : [email protected] Zavaglia, Nathan : [email protected]
Comparison of gaming Client/Server paradigms: Peer hosting vs Dedicated Server.
Abstract: Online video gaming accounts for a significant volume of internet traffic worldwide. Traditionally, online game applications rely on a dedicated server to provide the information processing for the player-player and player-environment interactions; while the client provides the graphics rendering. Newer models make use of distributed hosting where the clients distribute the server load for data processing and one client acts as a control node (the host). This project compares the two paradigms with respect to delay, packet loss, jitter, and dropped clients. Simulations will be performed using riverbed modeler
Here is the complementary power point presentation and report.
Here is the complementary power point presentation and report.
|
|
References
[1] Y. W. Bernier, “Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization,” Valve Developer Community. [Online]. Available: https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization. [Accessed: 09-Feb-2018].
[2] E. Cronin, B. Filstrup, and A. Kurc, “A distributed multiplayer game server system,” in University of Michigan, 2001, p. 01.
[3] Johannes Färber. 2002. Network game traffic modelling. In Proceedings of the 1st workshop on Network and system support for games (NetGames '02). ACM, New York, NY, USA, 53-57. DOI= http://dx.doi.org/10.1145/566500.566508
[4] B. Knutsson, Honghui Lu, Wei Xu and B. Hopkins, "Peer-to-peer support for massively multiplayer games," IEEE INFOCOM 2004, 2004, pp. 107. doi: 10.1109/INFCOM.2004.1354485
[5] C. Neumann, N. Prigent, M. Varvello, and K. Suh, “Challenges in peer-to-peer gaming,” SIGCOMM Comput. Commun. Rev., vol. 37, no. 1, pp. 79–82, Jan. 2007. [Online]. Available: http://doi.acm.org/10.1145/1198255.1198269
[2] E. Cronin, B. Filstrup, and A. Kurc, “A distributed multiplayer game server system,” in University of Michigan, 2001, p. 01.
[3] Johannes Färber. 2002. Network game traffic modelling. In Proceedings of the 1st workshop on Network and system support for games (NetGames '02). ACM, New York, NY, USA, 53-57. DOI= http://dx.doi.org/10.1145/566500.566508
[4] B. Knutsson, Honghui Lu, Wei Xu and B. Hopkins, "Peer-to-peer support for massively multiplayer games," IEEE INFOCOM 2004, 2004, pp. 107. doi: 10.1109/INFCOM.2004.1354485
[5] C. Neumann, N. Prigent, M. Varvello, and K. Suh, “Challenges in peer-to-peer gaming,” SIGCOMM Comput. Commun. Rev., vol. 37, no. 1, pp. 79–82, Jan. 2007. [Online]. Available: http://doi.acm.org/10.1145/1198255.1198269