Measuring Online Game Application in GPRS and UMTS
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Transcript of Measuring Online Game Application in GPRS and UMTS
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Measuring Online Game Application in GPRS and UMTS
Author: Anssi Hämäläinen
Supervisor: Professor Raimo Kantola
Instructor: Mikko Mäkinen M.Sc. (Tech.)
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Contents
Scope definition Research problem and objectives Online game applications and architectures Performance Measurements Results Conclusions Future research
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Scope definition The scope is limited to existing mobile networks (GPRS, EDGE
and UMTS) in a controlled laboratory environment and the measurements are done by using one selected real-time online game application.
GPRS (General Packet Radio Service) EDGE (Enhanced Data Rates for Global Evolution) UMTS (Universal Mobile Telecommunications Systems) UMTS uses WCDMA (Wideband Code Division Multiple Access)
radio access Functionality &capabilities
Speech
WCDMA2 Mbps
EDGE/IS-136384 kbps
GPRS115 kbps
HSCSD57.6 kbps
Circuit data< 9.6 kbps
Packet Switched
Circuit Switched
IMT-2000capable systems
1997 1998 1999 2000 2001 2002
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Research problem and objectives
The Research problem is to investigate the possibilities to use mobile networks for online gaming and especially for real-time gaming
The goal of this thesis is to study how the online game applications work in the 2G and the 3G mobile communication systems
The main objective of this thesis is to measure the online game performance over the mobile networks
The second objective of this thesis is to evaluate the online game application latency derived from each of the mobile networks and to compare them with each other
The target of this research is to find out the potential of the mobile networks for real-time gaming
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Online game applications
Real-time action games– usually contain virtual people moving in a real–time virtual
environment– have real-time requirements, meaning that a certain delay
and bit rate need to be guaranteed by the network in order to provide an acceptable end-user quality
Real-time strategy games– although this type of game has an interactive nature,
normally higher delays can be accepted than in action games
Turn-based games– have the loosest delay requirements, allowing even several
seconds between any interactions between players
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Online game architectures
Game server in network– In this architecture one node acts as the game server– This architecture avoids the game state inconsistencies of
peer-to-peer architecture by limiting game control to one server node
– The players receive all necessary state information over the network from the server
Peer-to-peer gaming– The traditional approach and does not use a game server– Player actions are broadcasted over the network to all the
other players in the game– This approach requires a very reliable communication link,
because any lost or corrupted data can easily lead to inconsistencies between the perceived game states of individual players
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Performance
There are three main factors that cause lag in online-games: high network latency, packet loss, and insufficient bandwidth
Latency– The latency of a connection is the time it takes for a packet
to travel from the source to the destination host Packet loss
– Packet loss occurs when the network is congested Bandwidth
– Bandwidth is the amount of information that can be transmitted over a connection in a given amount of time
– Bandwidth is the limiting factor in mobile networks (GPRS)– Bandwidth requirements tend to increase with the number
of players participating in a game
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Round trip time (RTT)
RTT is an essential feature for online game applications and affects the gaming performance
RTT was measured by using a protocol analyzer RTT is possible to be calculated from the packets’ sending time
and receiving time A B
TAtransmit packet 1
TAreceive packet 2
TBtransmit packet 2
TBreceive packet 1
RTTAB = TAreceive packet 2 – TAtransmit packet 1 – (TBtransmit packet 2 – TBreceive packet 1)
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Acceptable quality from the end-user point of view
The RTTs will be estimated and compared with different thresholds, that define the maximum delays for experiencing a good or acceptable quality from the end-user point of view
Action game good RTT < 200 ms
Action game acceptable 200 ms < RTT < 600 ms
Real-time strategy good 600 ms < RTT < 900 ms
Only turn-based games RTT > 900 ms
The estimated RTTs for experiencing a good or acceptable quality from the end-user point of view:
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Measurements
In the measurements the main objective was to find out the differences in the RTT in the UMTS, EDGE and GPRS networks
Another objective was to measure the performance over the UMTS emulator and to find out the one-way transfer delay for uplink and downlink directions.
The connection time to the game server was also measured in the emulated UMTS.
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Measurement set-up for emulated UMTS Network
The emulator is a flexible research, development and testing environment, that can be used to emulate fixed and / or wireless network transport
LAPTOP 1
WCDMA EMULATOR
GAME SERVER
LAPTOP 2
1
2 3
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Measurement set-up for real UMTS, EDGE and GPRS networks in a laboratory
LAPTOP 2(TE)
LAPTOP 1(TE)
SGSN GGSNGAME
SERVERBSCBTS
MT
MT
LAPTOP 2(TE)
LAPTOP 1(TE)
NODE B
MT
MT
CORPORATEINTRANET
SGSN GGSN GAME SERVER
RNCCORPORATEINTRANET
Gi
GiUu Iu
UTRAN CN
CNBSS
GbUm
UMTS
GPRS/EDGE
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UE
MS
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Measurement tools
Protocol Analyzer – The protocol analyzer is a program or a device, which can capture
traffic over a given interface and usually can decode it to be readable by people
– In this research a protocol analyzer is used to capture traffic timestamps from which the end-to-end delays and all the needed results can be calculated
Automation Language – In this research an automation language is used to help to
measure the connection time to the server – Automation language is useful for repetitive measurements
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Measurement application
Application: A Real-Time Action Game There is a wide range of real-time online action games on the
market and one of them was selected for the measurements The selected application is a very popular first person shooter
(FPS) game, because it is a freeware product and designed for network environment
This real-time action game is an online game application for multiple players
The minimum requirements for the network game are a modem or a better Internet connection or a LAN network
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Results in real networks
The RTTs were measured over all the three mobile networks in a laboratory environment
The average RTTs were 150,0 ms in UMTS, 696,7 ms in EDGE and 896,6 ms in GPRS
The average RTT in GPRS is about six times higher than in UMTS The average RTT in UMTS is good enough for online game
applications and real-time action games The EDGE and GPRS networks are more suitable for applications
which do not have critical delay requirements
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Average RTT
The average RTT in UMTS, EDGE and GPRS
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UMTS EDGE GPRS
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Packet size
The average packet sizes in UMTS, EDGE and GPRS
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UMTS EDGE GPRS
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Packet loss rate
The packet loss rate in UMTS, EDGE and GPRS
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Conclusions
In this thesis the online game performance over the mobile networks was measured
The measurements were done with real networks and an emulator According to the measurement results the RTT delay performance
is good for real-time online action games only in UMTS In EDGE and GPRS the RTT delay performance is too low for
real-time action games The needed throughput in the uplink direction is too high to be
transferred over GPRS – For that reason, the packet loss rate rises too high in the uplink
direction and playing is impossible
The online game performance between the different network technologies depends on the specifications (3GPP), and especially on the radio interface specifications
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Conclusions
There are lower data rate capabilities in GPRS and EDGE than in UMTS
The frame length in UMTS is different from GPRS and EDGE frame length and affects the performance
The performance values are also dependent on the network configurations
Mobile networks are designed to provide higher data speed in the downlink direction than in the uplink direction
– According to the measurement results, when two clients are playing, more bandwidth is needed in the uplink direction than in the downlink direction
– This feature is not a problem for UMTS or EDGE performance, but it would affect GPRS performance results
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Future research
A study of the online game application in wireless packet networks with more than only two players
Another interesting research objective could be the high-speed downlink packet access (HSDPA)
HSDPA technology will reduce the delay and the online game performance should be improved