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Network Gaming

Network Gaming

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Network Gaming

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  1. Network Gaming Gabe Westmont Dan Eklof Michael Hare

  2. Computer Market • How has network gaming affected the computer market? • CPU technology has evolved with games in mind (MMX, 3Dnow!). • Pre-Pentium era versus Post-Pentium era in regards to gaming. • Quake! (1996)

  3. Video Card Market • ATI versus nVidia: Who’s winning? • The ATI Radeon 9700 Pro weighing in at $399. • The PNY nVidia GeForce4 Ti4600 weighing in at $279.

  4. Gaming Websites • GameSpot – www.gamespot.com • Blue’s News – www.bluesnews.com • GameSpy – www.gamespy.com • FilePlanet – www.fileplanet.com • 3D Gamers – www.3dgamers.com • E3 – www.e3expo.com

  5. Game Downloading • The possibilities of demos, screenshots, patches, and movies. • What is the average size of a demo or downloadable game? • Unfiltered web traffic makes for easy access to games.

  6. Gaming History • Early online games: • MUDs (multi-user dungeons) • interactive worlds for people to adventure in online • dungeons and dragons type game • First successful online game. • DOOM (1996? by ID) • Caused a craze for online games of all genres. • first person shooter, strategy, rpg, etc... • Today every age and type of individual plays games online?

  7. Gaming Culture • Why do people like online games? • The community and culture surrounding the games. • Co-operative game play creates communities (clans) and friendships. • www.thecpl.com (cyberathlete professional league) • www.caleague.com (cyberathlete amateur league) • www.worldogl.com (Online gaming league) • www.lanparty.com

  8. Gaming Stats • Video game sales in 2003 expected to reach $18.5 billion up 10% • Source: ScreenDigest and (ELSPA) • 32 million new video game consoles will be sold in 2003 • Entertainment market • 2000: 165$ Billion (wired 92% / wireless 8%) • 2005: 236$ Billion (wired 68% / wireless 32%) • Source: Motorola

  9. Peer-to-peer (P2P) • What is p2p? • A decentralized computing environment where computers talk to each other directly. • 3 types of p2p • Collaborative computing • Instant messaging • Affinity communities

  10. Peer-to-peer Stats • What is the current p2p network status? • What about buisness users? • users in 2001 61,140 • expected to reach 6.2 by 2007 • Frost & Sullivan • P2P Popularity (age 13-17) • 23% trade music via a file-sharing application • 26% watch music videos online • 29% watch video or movie clips online • 42% download music online • 23% use instant messaging • Jupiter Research

  11. Graphs and Data Traffic accounts for ~2-3% of WiscNet total traffic

  12. Graphs and Data Traffic from a typical Xbox game

  13. Bandwidth Control • GENIUS Project (Game ENvironments Internet Utilization Study) – caia.swin.edu.au/genius/index.html • Packeteer – www.packeteer.com • Linux Advanced Routing & Traffic Control HOWTO – lartc.org/howto • Bandwidth Manager – www.imcnetworks.com/products/bwmanager.asp

  14. Questions