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2006
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An empirical evaluation of TCP performance in online games

13 years 10 months ago
An empirical evaluation of TCP performance in online games
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 objective 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 inappropriate for MMORPGs. This is due to four distinctive characteristics of MMORPG traffic: 1) tiny packets, 2) low packet rate, 3) application-limited traffic generation, and 4) bidirectional traffic. We show that because TCP was originally designed for unidirectional and network-limited bulk data transfers, it cannot adapt well to MMORPG traffic. In particular, the window-based c...
Kuan-Ta Chen, Chun-Ying Huang, Polly Huang, Chin-L
Added 13 Jun 2010
Updated 13 Jun 2010
Type Conference
Year 2006
Where ACMACE
Authors Kuan-Ta Chen, Chun-Ying Huang, Polly Huang, Chin-Laung Lei
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