Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality
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Transcript of Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality
![Page 1: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/1.jpg)
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INFLUENCE OF ONLINE GAMES TRAFFIC MULTIPLEXING AND
ROUTER BUFFER ON SUBJECTIVE QUALITY
GTCTechnologies GroupCommunication
Jose Saldana Julián Fernández-Navajas
José Ruiz-Mas Eduardo Viruete Navarro
Luis Casadesus University of Zaragoza, Spain
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Index - I. Introduction
- II. Related Works
- III. Test Methodology
- IV. Tests and Results
- V. Conclusions
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Index - I. Introduction
- II. Related Works
- III. Test Methodology
- IV. Tests and Results
- V. Conclusions
![Page 5: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/5.jpg)
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
Introduction - Online games are getting very
popular in the last years
- First Person Shooters are the ones with the tightest real-time requirements
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Introduction FPS use a client-server architecture
Uplink bandwidth limit
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Introduction FPS use a client-server architecture
Server processing capacity limit
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Introduction FPS use a client-server architecture
Downlink bandwidth limit
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“Shooting around the corner”
Jack Wang
Wang
Introduction
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“Shooting around the corner”
Jack
Wang: Dead
Wang
Wang
Introduction
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“Shooting around the corner”
Jack Wang
Wang: Dead ¡¡¡ #%$& !!!
Introduction
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Introduction Main Key Performance Indicators (KPI):
- Delay
- Jitter
- Packet loss
.
.
. Game Server
Users
buffer
Internet
Router
Game &
background
traffic
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Introduction Access networks: low-end routers, with limitations in:
- Bandwidth
- Packets per second
Different implementations
.
.
. Game Server
Users
buffer
Internet
Router
Game &
background
traffic
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Introduction Scenarios where many users share a connection: we can multiplex packets from different players, and compress headers
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Introduction By multiplexing, we can mitigate two problems:
- Bandwidth
- Packets per second
… at the cost of adding:
- Delay
- Jitter
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Index - I. Introduction
- II. Related Works
- III. Test Methodology
- IV. Tests and Results
- V. Conclusions
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II. Related Works
- Multiplexing real-time flows
- Subjective quality evaluation
- Influence of the router buffer
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II. Related Works
- Multiplexing real-time flows
- Subjective quality evaluation
- Influence of the router buffer
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Multiplexing real-time A multiplexer is introduced, and it also compresses headers
IP network
MUX DEMUX.
.
.
IP TCM IP
Game Server
Players
delaymux delayrouter delaynetwork
router
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Multiplexing real-time First done for VoIP (RFC4170, “TCRTP”):
Adapted for non-RTP flows:
PPP
PPP Mux
Reduced Header
Payload
IP
UDP...Reduced Header
Payload
L2TP
IP
PPP
PPP Mux
ECRTP
payload
IP
UDP
RTP...
ECRTP
payload
L2TP
IP
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Multiplexing real-time A period is defined, and all the packets arrived are compressed and multiplexed
PE
. . .
. . .
. . .
. . .
Native
traffic
Multiplexed
traffic
PE PE PE
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Multiplexing real-time Efficiency improvement
One IPv4/TCP packet 1500 bytes
Four IPv4/UDP client-to-server packets of Counter Strike
One IPv4/TCM packet multiplexing four client-to-server Counter Strike packets
η=1460/1500=97%
η=61/89=68%
η=244/293=83%
One IPv4/UDP server-to-client packet of Counter Strike with 9 players
η=160/188=85%
saving
One IPv4/UDP/RTP packet of VoIP with two samples of 10 bytes
η=20/60=33%
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Multiplexing real-time Significant savings (Counter Strike)
0%
5%
10%
15%
20%
25%
30%
35%
5 10 15 20 25 30 35 40 45 50
BS
period (ms)
Bandwidth Saving
20 players
15 players
10 players
5 players
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Multiplexing real-time Significant savings (Counter Strike)
0
100
200
300
400
500
600
native 5 10 15 20 25 30 35 40 45 50
pp
s
period (ms)
Packets per second
20 players
15 players
10 players
5 players
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II. Related Works
- Multiplexing real-time flows
- Subjective quality evaluation
- Influence of the router buffer
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Multiplexing real-time - E-Model: VoIP delay and packet loss
- FPS games: different studies consider delay limits, and also packet loss limits
- G-Model: MOS formula for Quake IV, adapted from E-Model: delay and jitter
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II. Related Works
- Multiplexing real-time flows
- Subjective quality evaluation
- Influence of the router buffer
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Multiplexing real-time - Buffer size
- Bandwidth-delay product
- Stanford model
- Tiny buffer
- Buffer implementation
- Byte sized
- Packet sized
- Buffer limitations
- Maximum pps amount
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Index - I. Introduction
- II. Related Works
- III. Test Methodology
- IV. Tests and Results
- V. Conclusions
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Test methodology - Simulation scenario:
- Traces of gaming traffic
- Background traffic
- RTT delay: sum of the delays
IP network
MUX DEMUX.
.
.
IP TCM IP
Game Server
Players
delaymux delayrouter delaynetwork
router
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Test methodology Jitter: Multiplexing increases it
PE
. . .
. . .
. . .
. . .
Native
traffic
Multiplexed
traffic
PE PE PE
12/PEstdevmux
Different added delays
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Test methodology
PE ↑
BW↓
Mux jitter↑
Buffer jitter↓
IP network
MUX DEMUX.
.
.
IP TCM IP
Game Server
Players
delaymux delayrouter delaynetwork
router
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Test methodology Jitter has to be added in a proper way (Network jitter is considered independent)
rmroutermuxroutermux stdevstdevstdev cov22
IP network
MUX DEMUX.
.
.
IP TCM IP
Game Server
Players
delaymux delayrouter delaynetwork
router
22networkroutermuxtotal stdevstdevstdev
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Index - I. Introduction
- II. Related Works
- III. Test Methodology
- IV. Tests and Results
- V. Conclusions
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Tests and Results Buffer: Drop-tail, 2 Mbps
byte-sized packet-sized
small 10 kB 16 packets
big 100 kB 166 packets
Buffers are equivalent, considering average packet size = 600 bytes
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Tests and Results Game: Quake IV, 20 players
64 pps
79.5 bytes Native: 40.7 kbps x 20 players = 814 kbps
Multiplexed PE=5ms: 631 kbps 395 bytes
Multiplexed PE=15ms: 605 kbps 1,118 bytes
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Tests and Results: delay
0
100
200
300
400
500
600
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
background traffic (kbps)
RTT, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
0
100
200
300
400
500
600
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
background traffic (kbps)
RTT, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
byte-sized packet-sized
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Tests and Results: delay
0
100
200
300
400
500
600
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
background traffic (kbps)
RTT, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
0
100
200
300
400
500
600
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
background traffic (kbps)
RTT, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
byte-sized packet-sized
Bandwidth limit native ≈ 1200 kbps
Bandwidth limit mux ≈1400 kbps
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Tests and Results: delay
0
100
200
300
400
500
600
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
background traffic (kbps)
RTT, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
0
100
200
300
400
500
600
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
background traffic (kbps)
RTT, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
byte-sized packet-sized
Buffer delay is constant Buffer delay varies as packet size increases
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Tests and Results: delay
0
100
200
300
400
500
600
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
background traffic (kbps)
RTT, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
0
100
200
300
400
500
600
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
background traffic (kbps)
RTT, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
byte-sized packet-sized
Small buffers introduce small delays
![Page 41: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/41.jpg)
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0
20
40
60
80
100
120
140
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
background traffic (kbps)
jitter, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
Tests and Results: jitter
byte-sized packet-sized
0
20
40
60
80
100
120
140
0 200 400 600 800 1000 1200 1400 1600 1800 2000m
sbackground traffic (kbps)
jitter, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
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0
20
40
60
80
100
120
140
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
background traffic (kbps)
jitter, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
Tests and Results: jitter
byte-sized packet-sized
Bandwidth limit native ≈ 1200 kbps
0
20
40
60
80
100
120
140
0 200 400 600 800 1000 1200 1400 1600 1800 2000m
sbackground traffic (kbps)
jitter, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
Bandwidth limit mux ≈1400 kbps
![Page 43: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/43.jpg)
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0
20
40
60
80
100
120
140
0 200 400 600 800 1000 1200 1400 1600 1800 2000m
sbackground traffic (kbps)
jitter, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
0
20
40
60
80
100
120
140
0 200 400 600 800 1000 1200 1400 1600 1800 2000
ms
background traffic (kbps)
jitter, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
Tests and Results: jitter
byte-sized packet-sized
Average size of sent packets is bigger for packet-sized buffer, so jitter decreases
Big packets have a bigger dropping probability
All packets have the same dropping probability
![Page 44: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/44.jpg)
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0%
5%
10%
15%
20%
25%
30%
35%
0 200 400 600 800 1000 1200 1400 1600 1800 2000%
pa
ck
et
los
sbackground traffic (kbps)
packet loss, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
0%
5%
10%
15%
20%
25%
30%
35%
0 200 400 600 800 1000 1200 1400 1600 1800 2000
%p
ac
ke
t lo
ss
background traffic (kbps)
packet loss, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
Tests and Results: loss
byte-sized packet-sized
![Page 45: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/45.jpg)
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0%
5%
10%
15%
20%
25%
30%
35%
0 200 400 600 800 1000 1200 1400 1600 1800 2000%
pa
ck
et
los
sbackground traffic (kbps)
packet loss, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
0%
5%
10%
15%
20%
25%
30%
35%
0 200 400 600 800 1000 1200 1400 1600 1800 2000
%p
ac
ke
t lo
ss
background traffic (kbps)
packet loss, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
Tests and Results: loss
byte-sized packet-sized
Small buffer starts loosing packets before
reaching the limit
![Page 46: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/46.jpg)
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0%
5%
10%
15%
20%
25%
30%
35%
0 200 400 600 800 1000 1200 1400 1600 1800 2000%
pa
ck
et
los
sbackground traffic (kbps)
packet loss, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
0%
5%
10%
15%
20%
25%
30%
35%
0 200 400 600 800 1000 1200 1400 1600 1800 2000
%p
ac
ke
t lo
ss
background traffic (kbps)
packet loss, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
Tests and Results: loss
byte-sized packet-sized
PE=15 obtains the worst results, because of
packet size (1,118 bytes)
![Page 47: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/47.jpg)
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
0%
5%
10%
15%
20%
25%
30%
35%
0 200 400 600 800 1000 1200 1400 1600 1800 2000%
pa
ck
et
los
sbackground traffic (kbps)
packet loss, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
0%
5%
10%
15%
20%
25%
30%
35%
0 200 400 600 800 1000 1200 1400 1600 1800 2000
%p
ac
ke
t lo
ss
background traffic (kbps)
packet loss, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
Tests and Results: loss
byte-sized packet-sized
Worse results for packet-sized, because all the packets have the
same discarding probability
![Page 48: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/48.jpg)
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
0%
5%
10%
15%
20%
25%
30%
35%
0 200 400 600 800 1000 1200 1400 1600 1800 2000%
pa
ck
et
los
sbackground traffic (kbps)
packet loss, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
0%
5%
10%
15%
20%
25%
30%
35%
0 200 400 600 800 1000 1200 1400 1600 1800 2000
%p
ac
ke
t lo
ss
background traffic (kbps)
packet loss, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
Tests and Results: loss
byte-sized packet-sized
For packet-sized buffer, packet loss is significantly reduced when
multiplexing
![Page 49: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/49.jpg)
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000M
OS
background traffic (kbps)
MOS, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MO
S
background traffic (kbps)
MOS, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
Tests and Results: MOS
byte-sized packet-sized
MOS is based on delay and jitter
![Page 50: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/50.jpg)
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000M
OS
background traffic (kbps)
MOS, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MO
S
background traffic (kbps)
MOS, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
Tests and Results: MOS
byte-sized packet-sized
Small buffers: graphs go down, and grow a little
when jitter peak goes down
![Page 51: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/51.jpg)
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000M
OS
background traffic (kbps)
MOS, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MO
S
background traffic (kbps)
MOS, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
Tests and Results: MOS
byte-sized packet-sized
Multiplexing allows more background traffic
![Page 52: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/52.jpg)
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000M
OS
background traffic (kbps)
MOS, Quake IV, 16pack, 166 pack
native 16pack
PE=5ms 16pack
PE=15ms 16pack
native 166pack
PE=5ms 166pack
PE=15ms 166pack
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MO
S
background traffic (kbps)
MOS, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
Tests and Results: MOS
byte-sized packet-sized
Multiplexing results are worse than native
![Page 53: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/53.jpg)
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MO
Sbackground traffic (kbps)
MOS, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
byte-sized byte-sized pps limit
2,000 pps (maximum 1,652 offered)
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MO
S
background traffic (kbps)
MOS, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
Tests and Results: MOS
![Page 54: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/54.jpg)
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MO
Sbackground traffic (kbps)
MOS, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
1
1.5
2
2.5
3
3.5
4
4.5
5
0 200 400 600 800 1000 1200 1400 1600 1800 2000
MO
S
background traffic (kbps)
MOS, Quake IV, 10kB, 100kB
native 10kB
PE=5ms 10kB
PE=15ms 10kB
native 100kB
PE=5ms 100kB
PE=15ms 100kB
Tests and Results: MOS
byte-sized byte-sized pps limit
This limitation has a very bad effect on MOS.
Multiplexing alleviates it
![Page 55: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/55.jpg)
Index - I. Introduction
- II. Related Works
- III. Test Methodology
- IV. Tests and Results
- V. Conclusions
![Page 56: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/56.jpg)
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
Conclusions - The mutual influence of the
buffer router and multiplexing has been studied
- Small buffers are more adequate to reduce delay and jitter
- Packet-sized buffers increase packet loss, and multiplexing alleviates this
![Page 57: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/57.jpg)
CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012
Conclusions - Multiplexing always saves
bandwidth
- In packet-sized buffers, multiplexing does not improve experienced quality
- Multiplexing is very interesting when a limit in pps is present
![Page 59: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/59.jpg)
![Page 60: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality](https://reader034.fdocuments.us/reader034/viewer/2022042815/558207ced8b42aa9498b4f6a/html5/thumbnails/60.jpg)
Extra Slides