Video game traffic profile
Download
1 / 34

video game traffic profile - PowerPoint PPT Presentation


  • 619 Views
  • Uploaded on

Video Game Traffic Profile. Glenn Harper Joseph Sanchez Everett Espinoza Anthony Baros. Video Gaming: A Burgeoning Industry. As of 2002, Video Gaming was a $30 Billion per year industry. Game sales rival CD, DVD, and Box Office sales. Example: Sony Playstation 2

loader
I am the owner, or an agent authorized to act on behalf of the owner, of the copyrighted work described.
capcha
Download Presentation

PowerPoint Slideshow about 'video game traffic profile' - medwin


An Image/Link below is provided (as is) to download presentation

Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.


- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -
Presentation Transcript
Video game traffic profile l.jpg

Video Game Traffic Profile

Glenn Harper

Joseph Sanchez

Everett Espinoza

Anthony Baros


Video gaming a burgeoning industry l.jpg
Video Gaming: A Burgeoning Industry

  • As of 2002, Video Gaming was a $30 Billion per year industry.

  • Game sales rival CD, DVD, and Box Office sales.

  • Example: Sony Playstation 2

  • 25 million consoles sold, 2.6 million connected (with separate adapter).


Online gaming the next big thing l.jpg
Online Gaming: The Next Big Thing

  • SCEA study has noted that the peak time for online play is between 5 and 11 pm

  • Nielsen (Television ratings) has noted a drop in the number of viewers among males 18-24 during the same time period.

  • The rise of online gaming and video gaming has had a huge impact on entertainment landscape.


Previous work l.jpg
Previous Work

  • Many previous studies have been done to measure Web or Multimedia traffic

  • Game traffic should be different: Low latency, small packet size, bursty traffic


A challenge to the existing infrastructure of the internet l.jpg
A Challenge to the Existing Infrastructure of the Internet

  • Large amount of users requires a relatively high bandwidth, massively scalable method of connecting to servers.

  • How do gaming developers and system administrators meet this need?


Profiling traffic from online gaming l.jpg
Profiling Traffic from Online Gaming

Three focuses for our project:

  • What type of traffic is used to connect between clients and servers?

  • How many gamers are connecting, and how does the number change throughout the day?

  • What is the geographic distribution of online gamers?


Possible benefits of this study l.jpg
Possible benefits of this study

  • Good data will allow the design of networks to better accommodate network gaming traffic “turbulence”

  • Provide data for more realistic network simulations


Type of traffic l.jpg
Type of Traffic

  • Hypothesis: mostly UDP, with TCP connection to tell server when clients join and disconnect.

  • Tested using network connection monitoring tool while observing an online game.


Number of gamers l.jpg
Number of Gamers

  • Hypothesis: Absolute number unknown, but peak should be between 5 and 11 pm, as per the SCEA study.

  • Test by looking at the number of gamers on “closest” servers at various times during the day.


Geographic distribution l.jpg
Geographic Distribution

  • Hypothesis: Should see a normal distribution on a map of the Southwestern USA.

  • Means should be at cities (Albuquerque, Phoenix, San Antonio, Denver, etc.)

  • Test by taking IPs of servers with low lag, then plug those IPs into a location finder.



Initially set up server but no one connected l.jpg
Initially set up server, but no one connected.

  • Initially set up server, but no one connected.

    Took different approach:

  • Looked at servers with latency < 50, and servers located in southwest

  • Assumed these would be servers connecting to us.




Testing results for span of two weeks for l.jpg
Testing results for span of two weeks for

  • Number of Players

  • Number of Active servers

  • Types of network connections occuring during gaming

  • Locations of various servers


Results for individual days of the week l.jpg
Results for individual days of the week:

  • Number of players

  • Number of active servers


Mechanism for determining types of gaming connections l.jpg
Mechanism for determining types of gaming connections:

Used Netmon 1.1, which records the following:

  • Remote Address

  • Local address

  • Port number used

  • Type of protocol used



Slide28 l.jpg
This software allowed us to determine the various types of connections utilized throughout game play


Sample of data file created by netmon l.jpg
Sample of data file created by Netmon: connections utilized throughout game play


Types of connections determined l.jpg
Types of connections determined: connections utilized throughout game play

  • There are TCP Connections to central Steam server. These connections perform basic control functions

  • Majority connection types are UDP, which contain the bulk of the data. UDP connection is the basic server-client connection.


Geographic distribution31 l.jpg
Geographic Distribution connections utilized throughout game play

http://ws.arin.net/ was used to find out the organization which a IP address belonged to and thus the location of the server’s city


Sample data l.jpg
Sample Data: connections utilized throughout game play

OrgName: Game Daemons, Inc.

OrgID: GAMED

Address: P.O. Box 702

City: Midway

StateProv: UT

PostalCode: 84909

Country: US

NetRange: 69.12.8.0 - 69.12.9.255

OrgName: Cyberbasin Internet Services

OrgID: CIS-218

Address: 407 N Big Spring

City: Midland

StateProv: TX

PostalCode: 79702

Country: US

NetRange:65.164.136.0 - 65.164.139.255



Conclusions l.jpg
Conclusions the distribution:

  • Network games different than typical Internet applications

    • Very Interactive

    • Traffic flow profile consists mainly of small bursts of UDP packets

    • For Counter-strike game, we see burstier data rate depending upon action

    • Packet sizes for server depend upon action


ad