A fundamental design question to ask in the development of a network game is—Which transport protocol should be used—TCP, UDP, or some other protocols? Seeking an ob-jective answer to the choice of communication protocol for MMORPGs, we assess whether TCP, a popular choice, is suitable for MMORPGs based on empirical evidence. To the best of our knowledge, this work is the first evaluation of transport protocol performance using real-life game traces. We analyze a 1, 356-million-packet trace from ShenZhou Online, a TCP-based, commercial, mid-sized MMORPG. Our analysis indicates that TCP is unwieldy and inappropri-ate for MMORPGs. This is due to four distinctive charac-teristics of MMORPG traffic: 1) tiny packets, 2) low packet rate, 3) appli...
Abstract—Understanding the impact of network conditions on player satisfaction, which is one of the ...
While developing networking for games and applications, developers have a list of network specific r...
One of the major problems in network games has been that of latency (lagging) that game technology r...
A fundamental design question to ask in the development of a network game is—Which transport protoco...
Although MMORPGs are becoming increasingly popular as well as a highly profitable Internet business,...
Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication betwe...
This paper studies the feasibility of using an optimization method, based on multiplexing and header...
Online gaming is one of the most profitable businesses over the Internet. Among all genres of the on...
This paper describes the results of a 500 million packet trace of a popular on-line, multi-player, g...
Computer games called multiplayer real-time, or (MCG) are at the forefront of the use of the possibi...
Online gaming is one of the most profitable businesses over the Internet. Among all genres of the on...
Abstract — Online gaming is one of the most profitable busi-nesses on the Internet. Among various th...
Online gaming is one of the most profitable businesses on the Internet. Of all the genres of online ...
i There are several different types of games that are played in multiplayer mode over networks. The ...
For collecting information about game traffic characteristics and user behaviour, we are setting up ...
Abstract—Understanding the impact of network conditions on player satisfaction, which is one of the ...
While developing networking for games and applications, developers have a list of network specific r...
One of the major problems in network games has been that of latency (lagging) that game technology r...
A fundamental design question to ask in the development of a network game is—Which transport protoco...
Although MMORPGs are becoming increasingly popular as well as a highly profitable Internet business,...
Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication betwe...
This paper studies the feasibility of using an optimization method, based on multiplexing and header...
Online gaming is one of the most profitable businesses over the Internet. Among all genres of the on...
This paper describes the results of a 500 million packet trace of a popular on-line, multi-player, g...
Computer games called multiplayer real-time, or (MCG) are at the forefront of the use of the possibi...
Online gaming is one of the most profitable businesses over the Internet. Among all genres of the on...
Abstract — Online gaming is one of the most profitable busi-nesses on the Internet. Among various th...
Online gaming is one of the most profitable businesses on the Internet. Of all the genres of online ...
i There are several different types of games that are played in multiplayer mode over networks. The ...
For collecting information about game traffic characteristics and user behaviour, we are setting up ...
Abstract—Understanding the impact of network conditions on player satisfaction, which is one of the ...
While developing networking for games and applications, developers have a list of network specific r...
One of the major problems in network games has been that of latency (lagging) that game technology r...