Title: Quality of Service For Computer Gaming An Evaluation of DiffServ
1Quality of ServiceFor Computer Gaming-An
Evaluation of DiffServ
04gr832b Erling V. Matthiesen Flemming Olufsen
Jakob K. Larsen June 23rd 2004
2Agenda
- Presentation of the problem (Jakob)
- Methods used (Erling)
- Results and conclusion (Flemming)
- Demonstration in the IP-lab
3Problem
- Performance factors
- Delay
- Jitter
- Packet loss
- Bandwidth
4Problem
- Traffic-classes
- Background
- Interactive
- Streaming
- Conversational
5Problem
- Gaming traffic
- First Person Shooter (FPS)
- Real Time Strategy (RTS)
- Massively Multiplayer Online Role Playing Game
(MMORPG)
6Problem
- Problem statement
- How can a data path through a network be
optimized to minimize delay and jitter in FPS
network games?
7Counter-Strike
8Counter-Strike
9Counter-Strike
- Delay
- Low
- Jitter
- Low
- Packet loss
- Some allowed
- Bandwidth
- Low
10Concept
- Topology
- 1 router
- 4 routers
- Possibilities
- Resource Reservation Protocol (RSVP)
- Differentiated Services (DiffServ)
11DiffServ
- Classification and marking
- DSCP-field
- Congestion management
- Packet scheduling
- WFQ
- LLQ
12DiffServ
- Congestion avoidance
- RED and WRED
- Traffic shaping/policing
13DiffServ
Edge device Classifying Marking
Edge device Classifying Marking
Core routers Per hop behaviour
14Methods Used
15Use of DiffServ
- Different possibilities in routers examined
- Two selected for further investigation
- Weighted Fair Queuing
- Low Latency Queuing
16Weighted 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
17Low 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
18Network Traffic
- Game traffic
- Cross traffic
19Game Traffic
- Traffic from one Counter-Strike session were
recorded - Measurements made at all hosts
20Game Traffic
- Game traffic appears bursty
- Two main concentrations in inter-departure times
21Game Traffic
- Inter-departure times concentrated about 33 and
50 ms
22Game Traffic
- Dependance between packet size and inter-
departure time investigated
23Game 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
24Game 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
25Game Traffic
- Server traffic
- Modeled with a normal distribution
26Game Traffic
- The server and client traffic generator were
implemented by us - The cross traffic used were generated with Iperf
27Acquiring data
- Routers configured via telnet
- Cisco configuration CLI used
- Scripts to enable and disable features developed
28Acquiring data
- Traffic dumps taken with tcpdump
- Delay extracted with awk-scripts
- Statistics done with matlab
29Experiments/Results Conclusion
30Experiment Execution
- Conducted in the IP Laboratory
- Equipment
- 3 Cisco Routers 3620
- 1 Cisco Router 3631
- 2 Cisco Catalyst Switches 2950
31Experiment Execution
- 2 Experimental Setups
- Small setup (1 Router)
- Large setup ( 4 Routers)
32Experiment Execution
33Experiment Execution
34Experiment 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
35Experiment 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
36Experiment Results
Small setup no cross traffic
37Experiment Results
Small setup no cross traffic
38Experiment Results
Large Setup 6M cross
Large Setup 8M cross, CEF enabled,
39Experiment Results
8M crosstraffic CEF enabled
6M crosstraffic
40Experiment Results
8M crosstraffic CEF enabled
6M crosstraffic,Y-akse skal laves om
41Conclusion
- Solid base for further experiments
- Gametraffic generators
- Routerscripts
- Results
- Not conclusive if QoS enhancement not effective
or not working
42Next steps
- Different settings of DiffServ
- RED/WRED
- Bandwidth reservations
43Next steps
- Different setups for the experiments
44Game over