Distribution of first person shooter online multiplayer games
by Grenville Armitage, Philip Branch
International Journal of Advanced Media and Communication (IJAMC), Vol. 1, No. 1, 2005

Abstract: This paper uses data captured during our online game trials to answer some fundamental questions regarding game distribution for online, first person shooter games. First person shooter games are popular, generate large amounts of traffic and have stringent delay requirements. They offer both great opportunities and great challenges to games distributors. We deal with three key issues in this paper. The first is tolerable network latency. This is addressed through identifying the limits to latency that customers will accept. The second is jitter. We show that jitter is highly correlated with latency and so managing latency effectively manages jitter. Finally, we provide a simple model of game traffic that will enable game distributors to estimate the networking requirements for their deployment.

Online publication date: Sun, 04-Sep-2005

The full text of this article is only available to individual subscribers or to users at subscribing institutions.

 
Existing subscribers:
Go to Inderscience Online Journals to access the Full Text of this article.

Pay per view:
If you are not a subscriber and you just want to read the full contents of this article, buy online access here.

Complimentary Subscribers, Editors or Members of the Editorial Board of the International Journal of Advanced Media and Communication (IJAMC):
Login with your Inderscience username and password:

    Username:        Password:         

Forgotten your password?


Want to subscribe?
A subscription gives you complete access to all articles in the current issue, as well as to all articles in the previous three years (where applicable). See our Orders page to subscribe.

If you still need assistance, please email subs@inderscience.com