Quality of Service For Computer Gaming An Evaluation of DiffServ PowerPoint PPT Presentation

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Title: Quality of Service For Computer Gaming An Evaluation of DiffServ


1
Quality of ServiceFor Computer Gaming-An
Evaluation of DiffServ
04gr832b Erling V. Matthiesen Flemming Olufsen
Jakob K. Larsen June 23rd 2004
2
Agenda
  • Presentation of the problem (Jakob)
  • Methods used (Erling)
  • Results and conclusion (Flemming)
  • Demonstration in the IP-lab

3
Problem
  • Performance factors
  • Delay
  • Jitter
  • Packet loss
  • Bandwidth

4
Problem
  • Traffic-classes
  • Background
  • Interactive
  • Streaming
  • Conversational

5
Problem
  • Gaming traffic
  • First Person Shooter (FPS)
  • Real Time Strategy (RTS)
  • Massively Multiplayer Online Role Playing Game
    (MMORPG)

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Problem
  • Problem statement
  • How can a data path through a network be
    optimized to minimize delay and jitter in FPS
    network games?

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Counter-Strike
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Counter-Strike
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Counter-Strike
  • Delay
  • Low
  • Jitter
  • Low
  • Packet loss
  • Some allowed
  • Bandwidth
  • Low

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Concept
  • Topology
  • 1 router
  • 4 routers
  • Possibilities
  • Resource Reservation Protocol (RSVP)
  • Differentiated Services (DiffServ)

11
DiffServ
  • Classification and marking
  • DSCP-field
  • Congestion management
  • Packet scheduling
  • WFQ
  • LLQ

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DiffServ
  • Congestion avoidance
  • RED and WRED
  • Traffic shaping/policing

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DiffServ
Edge device Classifying Marking
Edge device Classifying Marking
Core routers Per hop behaviour
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Methods Used
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Use of DiffServ
  • Different possibilities in routers examined
  • Two selected for further investigation
  • Weighted Fair Queuing
  • Low Latency Queuing

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Weighted Fair Queuing
  • Is configured for each interface
  • Enabled by fair-queue 64 256 0
  • Defines 256 queues
  • 64 packets long
  • 0 queues reserved for RSVP
  • Disabled by no fair-queue

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Low Latency Queuing
  • Requires CEF (Express Forwarding) to be enabled
  • Enabled by priority 300 1000
  • Gives an maximum throughput of 300kbit/s
  • Enables a burst of 1000 bytes exceeding the
    guaranteed bandwidth
  • Bandwidth is only restricted if congestion occurs
  • Disabled by no priority

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Network Traffic
  • Game traffic
  • Cross traffic

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Game Traffic
  • Traffic from one Counter-Strike session were
    recorded
  • Measurements made at all hosts

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Game Traffic
  • Game traffic appears bursty
  • Two main concentrations in inter-departure times

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Game Traffic
  • Inter-departure times concentrated about 33 and
    50 ms

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Game Traffic
  • Dependance between packet size and inter-
    departure time investigated

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Game Traffic
  • Modeled game traffic
  • With a mix of two normal distributions
  • With a two state discrete time Markov model
  • Other possibilities
  • Repeating a time series section as model
  • Extended Markov model

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Game Traffic
  • Mix of two normal distributions
  • Weights calculated from traffic samples
  • Normal distributions fitted with the mean and
    standard deviation of the traffic sample
  • Discrete time Markov model
  • Transition matrix derived from traffic samples

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Game Traffic
  • Server traffic
  • Modeled with a normal distribution

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Game Traffic
  • The server and client traffic generator were
    implemented by us
  • The cross traffic used were generated with Iperf

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Acquiring data
  • Routers configured via telnet
  • Cisco configuration CLI used
  • Scripts to enable and disable features developed

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Acquiring data
  • Traffic dumps taken with tcpdump
  • Delay extracted with awk-scripts
  • Statistics done with matlab

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Experiments/Results Conclusion

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Experiment Execution
  • Conducted in the IP Laboratory
  • Equipment
  • 3 Cisco Routers 3620
  • 1 Cisco Router 3631
  • 2 Cisco Catalyst Switches 2950

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Experiment Execution
  • 2 Experimental Setups
  • Small setup (1 Router)
  • Large setup ( 4 Routers)

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Experiment Execution
33
Experiment Execution
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Experiment Results
  • Experiments
  • Small setup, no crosstraffic
  • Small setup, 6M crosstraffic
  • Large setup, no crosstraffic
  • Large setup, 2M crosstraffic
  • Large setup, 6M crosstraffic
  • Large setup, 8M crosstraffic, CEF enabled

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Experiment Results
  • Experiments
  • Small setup, no crosstraffic
  • Small setup, 6M crosstraffic
  • Large setup, no crosstraffic
  • Large setup, 2M crosstraffic
  • Large setup, 6M crosstraffic
  • Large setup, 8M crosstraffic, CEF enabled

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Experiment Results
Small setup no cross traffic
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Experiment Results
Small setup no cross traffic
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Experiment Results
Large Setup 6M cross
Large Setup 8M cross, CEF enabled,
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Experiment Results
8M crosstraffic CEF enabled
6M crosstraffic
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Experiment Results
8M crosstraffic CEF enabled
6M crosstraffic,Y-akse skal laves om
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Conclusion
  • Solid base for further experiments
  • Gametraffic generators
  • Routerscripts
  • Results
  • Not conclusive if QoS enhancement not effective
    or not working

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Next steps
  • Different settings of DiffServ
  • RED/WRED
  • Bandwidth reservations

43
Next steps
  • Different setups for the experiments

44
Game over
  • The end.
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