Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

60

description

Jose Saldana, Julian Fernandez-Navajas, Jose Ruiz-Mas, Eduardo Viruete Navarro, Luis Casadesus, "Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality," in Proc. CCNC 2012- 4th IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DENVECT), pp. 482-486, Las Vegas. Jan 2012. ISBN 9781457720697

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
Page 2: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

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

Page 3: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

Index - I. Introduction

- II. Related Works

- III. Test Methodology

- IV. Tests and Results

- V. Conclusions

Page 4: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

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

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

Page 6: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

Introduction FPS use a client-server architecture

Uplink bandwidth limit

Page 7: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

Introduction FPS use a client-server architecture

Server processing capacity limit

Page 8: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

Introduction FPS use a client-server architecture

Downlink bandwidth limit

Page 9: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

“Shooting around the corner”

Jack Wang

Wang

Introduction

Page 10: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

“Shooting around the corner”

Jack

Wang: Dead

Wang

Wang

Introduction

Page 11: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

“Shooting around the corner”

Jack Wang

Wang: Dead ¡¡¡ #%$& !!!

Introduction

Page 12: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

Introduction Main Key Performance Indicators (KPI):

- Delay

- Jitter

- Packet loss

.

.

. Game Server

Users

buffer

Internet

Router

Game &

background

traffic

Page 13: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

Introduction Access networks: low-end routers, with limitations in:

- Bandwidth

- Packets per second

Different implementations

.

.

. Game Server

Users

buffer

Internet

Router

Game &

background

traffic

Page 14: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

Introduction Scenarios where many users share a connection: we can multiplex packets from different players, and compress headers

Page 15: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

Introduction By multiplexing, we can mitigate two problems:

- Bandwidth

- Packets per second

… at the cost of adding:

- Delay

- Jitter

Page 16: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

Index - I. Introduction

- II. Related Works

- III. Test Methodology

- IV. Tests and Results

- V. Conclusions

Page 17: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

II. Related Works

- Multiplexing real-time flows

- Subjective quality evaluation

- Influence of the router buffer

Page 18: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

II. Related Works

- Multiplexing real-time flows

- Subjective quality evaluation

- Influence of the router buffer

Page 19: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

Page 20: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

Page 21: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

Multiplexing real-time A period is defined, and all the packets arrived are compressed and multiplexed

PE

. . .

. . .

. . .

. . .

Native

traffic

Multiplexed

traffic

PE PE PE

Page 22: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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%

Page 23: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

Page 24: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

Page 25: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

II. Related Works

- Multiplexing real-time flows

- Subjective quality evaluation

- Influence of the router buffer

Page 26: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

Page 27: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

II. Related Works

- Multiplexing real-time flows

- Subjective quality evaluation

- Influence of the router buffer

Page 28: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

Multiplexing real-time - Buffer size

- Bandwidth-delay product

- Stanford model

- Tiny buffer

- Buffer implementation

- Byte sized

- Packet sized

- Buffer limitations

- Maximum pps amount

Page 29: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

Index - I. Introduction

- II. Related Works

- III. Test Methodology

- IV. Tests and Results

- V. Conclusions

Page 30: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

Page 31: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

Test methodology Jitter: Multiplexing increases it

PE

. . .

. . .

. . .

. . .

Native

traffic

Multiplexed

traffic

PE PE PE

12/PEstdevmux

Different added delays

Page 32: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

Test methodology

PE ↑

BW↓

Mux jitter↑

Buffer jitter↓

IP network

MUX DEMUX.

.

.

IP TCM IP

Game Server

Players

delaymux delayrouter delaynetwork

router

Page 33: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

Page 34: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

Index - I. Introduction

- II. Related Works

- III. Test Methodology

- IV. Tests and Results

- V. Conclusions

Page 35: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

Page 36: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

Page 37: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

Page 38: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

Page 39: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

Page 40: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

Page 42: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

CCNC 2012. DENVECT Workshop. Las Vegas Jan 14, 2012

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

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

Page 45: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

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

Small buffer starts loosing packets before

reaching the limit

Page 46: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

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

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

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

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

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

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

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

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

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

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

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

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

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 58: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

THANK YOU

GTCTechnologies GroupCommunication [email protected]

Page 59: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality
Page 60: Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality

Extra Slides