Enhancing Online Game Network Traffic Optimization for Improved Performance
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.
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
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