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Submission
doc.: IEEE 802.11-15/0061r5January 2015
Allan Jones, ActivisionSlide 1
FPS Network Traffic ModelDate: 2015-1-12
Name Affiliations Address Phone email Allan Jones Activision 3100 Ocean Park
Blvd., Santa Monica, CA 90405
(310) 255-2000
allan.jones@ activision.com
Malcolm Dowse Activision (Demonware)
Inn House, Parnell St Dublin 1, Ireland
+353 1 247 6700
Pat Griffith Activision 3100 Ocean Park Blvd., Santa Monica, CA 90405
(310) 255-2000
Authors:
Submission
doc.: IEEE 802.11-15/0061r5
The purpose of this presentation is to provide network traffic details of multiplayer First Person Shooter (FPS) online games. Modern popular FPS games present unique challenges when it comes to network traffic. From this profile we can cooperatively develop a simulation that can be incorporated into simulation scenarios.
Slide 2 Allan Jones, Activision
January 2015
Abstract
Submission
doc.: IEEE 802.11-15/0061r5
Characteristics of most FPS games
The gaming industry has long understood the basic characteristics of First Person Shooter games.
• "Client traffic is characterized by an almost constant packet and data rate” [9] (High frequency)
• "Both, update and server information packets are usually very small since they only contain
movement and status information.”[9] (Low data rate)
• "We find that a ping below 50ms is associated with excellent game play." [9][3][6][7] (Latency
sensitive)
• "In each transmit cycle the server generates a burst of packets - one packet for every active
client. Consequently, the total data rate depends on the number of active clients. Thus, it makes
sense to evaluate the server traffic per client instead of it’s summary traffic. This also allows to
identify client specific variations.“[9] (Burst traffic)Slide 3 Allan Jones, Activision
January 2015
FPS Network Traffic Model
Submission
doc.: IEEE 802.11-15/0061r5
Architecture – Dedicated Server
Slide 4 Allan Jones, Activision
January 2015
The dedicated server model provides geographically dispersed servers to host the game matches with optimal network paths. Some implementations[1] use virtual servers to provide the necessary matchmaking and virtual world state services while others use a combination of physical dedicated servers and console servers.
FPS Network Traffic Model
Submission
doc.: IEEE 802.11-15/0061r5
Slide 5 Allan Jones, Activision
January 2015
Typical modern console game 18 player match (Dedicated Server)
FPS Network Traffic Model
Submission
doc.: IEEE 802.11-15/0061r5
Architecture – Console (Local) Server
Slide 6 Allan Jones, Activision
January 2015
The console server model elects one of the consoles to host the game and synchronize the other consoles throughout the match. This console also plays the game as well. Statistics are still managed by centralized servers, but the majority of the network traffic is handled by the consoles. This model has key economic advantages as there does not need to be as many dedicated servers in order to host all the games and utilizes the consoles network bandwidth which lowers bandwidth costs as well.
FPS Network Traffic Model
Submission
doc.: IEEE 802.11-15/0061r5
Typical modern console game 18 player match (Console Server)
Slide 7 Allan Jones, Activision
January 2015
FPS Network Traffic Model
Submission
doc.: IEEE 802.11-15/0061r5
Client / Server Communications
Slide 8 Allan Jones, Activision
January 2015
The client to server communications averages will vary for any specific FPS game as will the server to client communication.
FPS games all have delay sensitivity (latency and jitter) that creates severe consequences to the quality of gameplay. (e.g. the player can lose the game due to delays in communications).
Network requirements for FPS games will increase by the time 802.11ax is deployed. Earlier IEEE and other supporting studies show a 50ms round trip tolerance. (e.g. 50ms bursts from the server) [2][4] We can anticipate the 50ms threshold to be around 25-30ms as 802.11ax is released.
FPS Network Traffic Model
Submission
doc.: IEEE 802.11-15/0061r5
John Doe, Some Company
January 2015
Slide 9
1 15 29 43 57 71 85 99 113 127 141 155 169 183 197 211 225 239 253 267 281 295 309 323 337 351 365 379 3930
50
100
150
200
250
FPS Client Packets/sec
FPS 1
FPS 2
FPS 3
Seconds
Packets
Submission
doc.: IEEE 802.11-15/0061r5
John Doe, Some Company
January 2015
Slide 10
1 16 31 46 61 76 91 106 121 136 151 166 181 196 211 226 241 256 271 286 301 316 331 346 361 376 3910
50000
100000
150000
200000
250000
300000
350000
400000
450000
FPS Client Bits/Sec
FPS 1
FPS 2
FPS 3
Seconds
Bits
Submission
doc.: IEEE 802.11-15/0061r5
John Doe, Some Company
January 2015
Slide 11
1 16 31 46 61 76 91 106121136151166181196211 2262412562712863013163313463613763910
100
200
300
400
500
600
700
800
900
FPS Server Packets/sec
FPS 1
FPS 2
FPS 3
Seconds
Packets
Submission
doc.: IEEE 802.11-15/0061r5
John Doe, Some Company
January 2015
Slide 12
1 16 31 46 61 76 91 1061211361511661811962112262412562712863013163313463613763910
1000000
2000000
3000000
4000000
5000000
6000000
FPS Server bits/sec.
FPS 1
FPS 2
FPS 3
Seconds
Bits
Submission
doc.: IEEE 802.11-15/0061r5
Client/Server Packet and bandwidth profile
Slide 13 Allan Jones, Activision
January 2015
The client to server communications and server to client averages are presented in the table below.
Description FPS 1 FPS 2 FPS 3
Average Client Packets/sec server 29 34 41
Average Client bits/sec server 37018 23118 54039
Average Server Packets/sec client 10 26 77
Average Server bits/sec client 20489 51464 269326
Average Server Aggregate Packets/sec clients 177 248 861
Average Server Aggregate bits/sec clients 372519 625974 2396306
FPS Network Traffic Model
Submission
doc.: IEEE 802.11-15/0061r5
Allan Jones, Activision
January 2015
Slide 14
0-19
20-3
940
-79
80-1
59
160-
319
320-
639
640-
1279
1280
-255
9
2560
-511
9
5120
-429
4967
295
0
2000
4000
6000
8000
10000
12000
14000
16000
18000
Comparison of FPS Client Packet Sizes
FPS 1
FPS 2
FPS 3
Packet Size
Number
Submission
doc.: IEEE 802.11-15/0061r5
Allan Jones, Activision
January 2015
Slide 15
0-19 20-39 40-79 80-159 160-319 320-639 640-1279 1280-2559 2560-5119 5120-4294967295
0
1000
2000
3000
4000
5000
6000
7000Comparison of FPS Server Packet Sizes
FPS 1
FPS 2
FPS 3
Submission
doc.: IEEE 802.11-15/0061r5
Recommendation:
Slide 16 Allan Jones, Activision
January 2015
The recommendation is to use the most network intense model (FPS3) that will ensure that our emerging standard can facilitate the needs of FPS games of today and emerging FPS multiplayer games over the next few years. Additionally since FPS games are extremely sensitive to network latency and jitter we need to ensure that our emerging standard adds as little latency as possible.
Description FPS 1 FPS 2 FPS 3
Average Client Packets/sec server 29 34 41
Average Client bits/sec server 37018 23118 54039
Average Server Packets/sec client 10 26 77
Average Server bits/sec client 20489 51464 269326
Average Server Aggregate Packets/sec clients 177 248 861
Average Server Aggregate bits/sec clients 372519 625974 2396306
FPS Network Traffic Model
Submission
doc.: IEEE 802.11-15/0061r5
Straw Poll:
Slide 17 Allan Jones, Activision
January 2015
Should we add the FPS network model information (FPS 3 Column on Slide 16) to the Simulation Scenarios document(0980 current rev) in the reference traffic profile sections?
Y:
N:
A:
FPS Network Traffic Model
Submission
doc.: IEEE 802.11-15/0061r5January 2015
Allan Jones, ActivisionSlide 18
References[1] Saroj Kar, “Windows Azure: The power behind upcoming game Titanfall for the Xbox One”, Silicon
Angle – February 25th, 2014 ; http://siliconangle.com/blog/2014/02/25/windows-azure-the-power-behind-blockbuster-game-titanfall-for-the-xbox-one/
[2] Mark Claypool, David LaPoint, and Josh Winslow. “Network Analysis of Counter-strike and Starcraft”, In Proceedings of the 22nd IEEE International Performance, Computing, and Communications Conference (IPCCC), Phoenix, Arizona, USA, April 2003
[3] Amit Sinha, Kenneth Mitchell, Deep Medhi “Network Game Traffic: A Broadband Access Perspective”, Computer Networks, vol. 49, no. 1, pp. 71-83, 2005
[4] L. Pantel, L. Wolf, “On the impact of delay on real-time multiplayer games”, Proc. International Workshop on Network and Operating System Support for Digital Audio and Video (NOSSDAV) (2002) 23-29
[5] Tristan Henderson, Saleem Bhatti “Networked games — A QoS sensitive application for QoS insensitive users?”, ACM SIGCOMM 2003 Workshops August 25 & 27, 2003, Karlsruhe, Germany
[6] Rahul Amin, France Jackson, Juan Gilbert, Jim Martin “Assessing the Impact of Latency and Jitter on the Perceived Quality of Call of Duty Modern Warfare 2”, In HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: users and contexts of use - Volume Part III Pages 97-106, (2013)
[7] Kjetil Raaen, “Latency Thresholds for Usability in Games”, NIK-2014 conference (2014)
[8] Mark Claypool, Kajal Claypool, “Latency Can Kill: Precision and Deadline in Online Games” , February 22–23, 2010, Phoenix, Arizona, USA.
[9] J. Färber, “Network game traffic modelling,” in Proceedings of Netgames, April 2002, pp. 53–57.