Enhancing Online Game Network Traffic Optimization for Improved Performance

 
ONLINE GAME NETWORK
TRAFFIC OPTIMIZATION
 
Jaewoo kim
Youngho yi
Minsik cho
 
INTRODUCTION
 
Optimizing Online Game Traffic
Interested in Improving poor network performance
Contributing open source project
 
Game: Speed Dreams 2
Open source motorsport simulation and racing game
Released under the GNU General Public License (GPL)
C++, OpenGL
ENet: network Library
 
 
CURRENT ISSUES
 
Speed Dreams 2 provides very poor network game
experience
Lags and Disconnection occurs frequently
Speed Dreams 2 broadcasts packets as much as it can
One instance is responsible for all network connection
Speed Dreams 2 always uses the same port (28501) for p2p
This prevents us from running many instances on the same
computer for testing purpose
In addition, if other process has already used 28501 port, then the
user cannot play network mode
 
Some of bug needed to be fixed in the overall game code
 
 
 
OPTIMIZATION
 
Modifying Architecture for stable network environment
Currently host client acts as server and client
 
 Centralized P2P in order to 
support massive users
Game State Management
Traffic occurs between all players even farthest players.
Define “Interest area” Remove unnecessary traffic
    by applying interest management
Multicast only within the same area, as player moves,
   the interest area is constantly updated
Sending packets too often between clients
Will decrease number of packets per second
Also reducing amount of packets by compressing packets
 
EVALUATION
 
Ultimate goal is proving a quality gaming experience
with optimization techniques
Comparison through recorded videos between current
and improved version of Speed Dreams 2
Metrics to measure the performance
Delay Variation (Jitter)
Ping (Latency)
Packet Loss Rate
Bandwidth
 
DEVELOPMENT/EXPERIMENT
 
Used open source project, Speed Dreams 2
Bugs fixes
Solved assigning port number problem to instances on a same
client -> port number is assigned dynamically
Defined Metrics to evaluate
Applied techniques:
Interest Management
Data compression / Decreasing number of packets
Will test network performance using metrics
Will adjust parameters and slightly modify network architecture
 
 
 
 
 
Thank you
Slide Note
Embed
Share

Explore the optimization of online game traffic for enhanced user experience by addressing current issues like lags and disconnections in Speed Dreams 2. Learn about modifying the network architecture, implementing interest management, data compression, and evaluation metrics for a stable gaming environment. The ultimate goal is to provide a quality gaming experience through optimization techniques and performance measurements.

  • Online game
  • Network optimization
  • Speed Dreams 2
  • Performance metrics
  • Interest management

Uploaded on Apr 06, 2024 | 8 Views


Download Presentation

Please find below an Image/Link to download the presentation.

The content on the website is provided AS IS for your information and personal use only. It may not be sold, licensed, or shared on other websites without obtaining consent from the author. Download presentation by click this link. If you encounter any issues during the download, it is possible that the publisher has removed the file from their server.

E N D

Presentation Transcript


  1. ONLINE GAME NETWORK TRAFFIC OPTIMIZATION Jaewoo kim Youngho yi Minsik cho

  2. INTRODUCTION Optimizing Online Game Traffic Interested in Improving poor network performance Contributing open source project Game: Speed Dreams 2 Open source motorsport simulation and racing game Released under the GNU General Public License (GPL) C++, OpenGL ENet: network Library

  3. CURRENT ISSUES Speed Dreams 2 provides very poor network game experience Lags and Disconnection occurs frequently Speed Dreams 2 broadcasts packets as much as it can One instance is responsible for all network connection Speed Dreams 2 always uses the same port (28501) for p2p This prevents us from running many instances on the same computer for testing purpose In addition, if other process has already used 28501 port, then the user cannot play network mode Some of bug needed to be fixed in the overall game code

  4. OPTIMIZATION Modifying Architecture for stable network environment Currently host client acts as server and client Centralized P2P in order to support massive users Game State Management Traffic occurs between all players even farthest players. Define Interest area Remove unnecessary traffic by applying interest management Multicast only within the same area, as player moves, the interest area is constantly updated Sending packets too often between clients Will decrease number of packets per second Also reducing amount of packets by compressing packets

  5. EVALUATION Ultimate goal is proving a quality gaming experience with optimization techniques Comparison through recorded videos between current and improved version of Speed Dreams 2 Metrics to measure the performance Delay Variation (Jitter) Ping (Latency) Packet Loss Rate Bandwidth

  6. DEVELOPMENT/EXPERIMENT Used open source project, Speed Dreams 2 Bugs fixes Solved assigning port number problem to instances on a same client -> port number is assigned dynamically Defined Metrics to evaluate Applied techniques: Interest Management Data compression / Decreasing number of packets Will test network performance using metrics Will adjust parameters and slightly modify network architecture

  7. Thank you

Related


More Related Content

giItT1WQy@!-/#giItT1WQy@!-/#giItT1WQy@!-/#