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Limitations of using real-world, public servers to estimate jitter tolerance of first person shooter games
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Source The Australasian Computing Education Conference; Vol. 74 archive
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology table of contents
Singapore
Pages: 257 - 262  
Year of Publication: 2004
ISBN:1-58113-882-2
Authors
Grenville Armitage  Swinburne University of Technology, Melbourne, Australia
Lawrence Stewart  Swinburne University of Technology, Melbourne, Australia
Publisher
ACM  New York, NY, USA
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ABSTRACT

This paper quantitively evaluates the relevance of network jitter on player satisfaction and performance in multiplayer online games, particularly in comparison to overall network latency (or 'ping') times. We extend previously published work that showed Quake III players preferred servers less than 150-180ms away. Our modified, public Quake III server logged 20+ latency samples per second per client, from which we derived the jitter (instantaneous latency fluctuations) for each connected player. We found that using real-world traffic resulted in a highly correlated relationship between jitter and latency (jitter being generally one fifth, or less, of the path's latency), making it difficult to derive any independent relationship between jitter and player satisfaction. However, our results do demonstrate that absolute jitter over typical Internet paths is far less significant than the absolute latency for interactive games such as Quake III. This suggests Internet service providers (ISPs) should focus primarily on bringing latency within reasonable bounds.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Armitage, G. J., "An Experimental Estimation of Latency Sensitivity In Multiplayer Quake 3", 11 th IEEE International Conference on Networks (ICON 2003), Sydney, Australia, September 2003
 
2
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3
Claypool, M. and Tanner, J., "The Effects of Jitter on the Perceptual Quality of Video", Department of Computer Science, Worcester Polytechnic Institute, http://www.cs.wpi.edu/~claypool/papers/jitter-pq/jitter-pq.ps (as of February 2004)
 
4
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11
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12
Lang, T., Armitage, G. J., Branch, P. And Choo, H., "A Synthetic Traffic Model for Half-Life," Australian Telecommunications Networks & Applications Conference 2003, Melbourne (ATNAC 2003), Australia, December 2003
 
13
Sheldon, N., E. Girard, S. Borg, M. Claypool and E. Agu, "The Effect of Latency on User Performance in Warcraft III," Technical Report WPICS- TR-03-07, Computer Science Department, Worcester Polytechnic Institute, March 2003
 
14
Smed, J., Kaukoranta, T. and Hakkonen, H., "Aspects of Networking in Multiplayer Computer Games", Proceedings of International Conference on Application and Development of Computer Games in the 21st Century, Hong Kong, China, November 2001, http://www2.cs.utu.fi/staff/jouni.smed/papers/AspectsOfMCGs.pdf (as of February 2004)
 
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16
Venkateswaran, R., "An overview of VOIP and current research trends on QOS", www.tcs-america.com/Riverside/networkqos_iptel.doc (as of February 2004)
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Collaborative Colleagues:
Grenville Armitage: colleagues
Lawrence Stewart: colleagues