NIMMJul 29, 2020

Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

arXiv:2007.15096v11 citations
AI Analysis

This incremental work addresses network optimization for FPS game players by evaluating policies to balance bandwidth and latency.

The paper compared two multiplexing policies (timeout and period) for FPS game traffic in a simulated shared access network, finding that timeout saves more bandwidth while period reduces delay and jitter, with significant QoE differences only for small numbers of players.

This paper compares two policies which can be used for multiplexing the traffic of a number of players of a First Person Shooter game. A network scenario in which a number of players share an access network has been simulated, in order to compare the policies in terms of a subjective quality estimator. The first policy, namely timeout, achieves higher bandwidth savings, while the second one, period, introduces less delay and jitter. The results show that the difference in terms of QoE is only significant when the number of players is small. Thus, in order to make the correct decision, the concrete network scenario and the characteristics of the router would have to be considered in each case, taking into account the estimation of the subjective quality that can be expected.

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