Measuring Online Game Application in GPRS and UMTS Author: Anssi Hämäläinen Supervisor: Professor Raimo Kantola Instructor: Mikko Mäkinen M.Sc. (Tech.) Contents Scope definition Research problem and objectives Online game applications and architectures Performance Measurements Results Conclusions Future research © Ericsson AB 2005 2 2005-06-02 Scope definition The scope is limited to existing mobile networks (GPRS, EDGE and UMTS) in a controlled laboratory environment and the measurements are done by using one selected real-time online game application. GPRS (General Packet Radio Service) EDGE (Enhanced Data Rates for Global Evolution) UMTS (Universal Mobile Telecommunications Systems) UMTS uses WCDMA (Wideband Code Division Multiple Access) radio access Functionality & IMT-2000 capable systems capabilities WCDMA 2 Mbps EDGE/IS-136 384 kbps GPRS 115 kbps Packet Switched HSCSD 57.6 kbps Circuit Switched Circuit data < 9.6 kbps Speech 1997 © Ericsson AB 2005 3 1998 1999 2000 2001 2002 2005-06-02 Research problem and objectives The Research problem is to investigate the possibilities to use mobile networks for online gaming and especially for real-time gaming The goal of this thesis is to study how the online game applications work in the 2G and the 3G mobile communication systems The main objective of this thesis is to measure the online game performance over the mobile networks The second objective of this thesis is to evaluate the online game application latency derived from each of the mobile networks and to compare them with each other The target of this research is to find out the potential of the mobile networks for real-time gaming © Ericsson AB 2005 4 2005-06-02 Online game applications Real-time action games – usually contain virtual people moving in a real–time virtual environment – have real-time requirements, meaning that a certain delay and bit rate need to be guaranteed by the network in order to provide an acceptable end-user quality Real-time strategy games – although this type of game has an interactive nature, normally higher delays can be accepted than in action games Turn-based games – have the loosest delay requirements, allowing even several seconds between any interactions between players © Ericsson AB 2005 5 2005-06-02 Online game architectures Game server in network – In this architecture one node acts as the game server – This architecture avoids the game state inconsistencies of peer-to-peer architecture by limiting game control to one server node – The players receive all necessary state information over the network from the server Peer-to-peer gaming – The traditional approach and does not use a game server – Player actions are broadcasted over the network to all the other players in the game – This approach requires a very reliable communication link, because any lost or corrupted data can easily lead to inconsistencies between the perceived game states of individual players © Ericsson AB 2005 6 2005-06-02 Performance There are three main factors that cause lag in onlinegames: high network latency, packet loss, and insufficient bandwidth Latency – The latency of a connection is the time it takes for a packet to travel from the source to the destination host Packet loss – Packet loss occurs when the network is congested Bandwidth – Bandwidth is the amount of information that can be transmitted over a connection in a given amount of time – Bandwidth is the limiting factor in mobile networks (GPRS) – Bandwidth requirements tend to increase with the number of players participating in a game © Ericsson AB 2005 7 2005-06-02 Round trip time (RTT) RTT is an essential feature for online game applications and affects the gaming performance RTT was measured by using a protocol analyzer RTT is possible to be calculated from the packets’ sending time and receiving time A B TAtransmit packet 1 TBreceive packet 1 TBtransmit packet 2 TAreceive packet 2 RTTAB = TAreceive packet 2 – TAtransmit packet 1 – (TBtransmit packet 2 – TBreceive packet 1) © Ericsson AB 2005 8 2005-06-02 Acceptable quality from the end-user point of view The RTTs will be estimated and compared with different thresholds, that define the maximum delays for experiencing a good or acceptable quality from the end-user point of view The estimated RTTs for experiencing a good or acceptable quality from the end-user point of view: © Ericsson AB 2005 Action game good RTT < 200 ms Action game acceptable 200 ms < RTT < 600 ms Real-time strategy good 600 ms < RTT < 900 ms Only turn-based games RTT > 900 ms 9 2005-06-02 Measurements In the measurements the main objective was to find out the differences in the RTT in the UMTS, EDGE and GPRS networks Another objective was to measure the performance over the UMTS emulator and to find out the one-way transfer delay for uplink and downlink directions. The connection time to the game server was also measured in the emulated UMTS. © Ericsson AB 2005 10 2005-06-02 Measurement set-up for emulated UMTS Network The emulator is a flexible research, development and testing environment, that can be used to emulate fixed and / or wireless network transport 1 2 3 LAPTOP 1 WCDMA EMULATOR GAME SERVER LAPTOP 2 © Ericsson AB 2005 11 2005-06-02 Measurement set-up for real UMTS, EDGE and GPRS networks in a laboratory UMTS R LAPTOP 1 (TE) MT Uu 1 Iu NODE B RNC Gi SGSN CORPORATE INTRANET GGSN R LAPTOP 2 (TE) UTRAN MT 2 GAME SERVER CN UE GPRS/EDGE R LAPTOP 1 (TE) MT 1 Um Gb BTS BSC Gi SGSN GGSN R LAPTOP 2 (TE) MT BSS 2 CORPORATE INTRANET GAME SERVER CN MS © Ericsson AB 2005 12 2005-06-02 Measurement tools Protocol Analyzer – – The protocol analyzer is a program or a device, which can capture traffic over a given interface and usually can decode it to be readable by people In this research a protocol analyzer is used to capture traffic timestamps from which the end-to-end delays and all the needed results can be calculated Automation Language – – © Ericsson AB 2005 In this research an automation language is used to help to measure the connection time to the server Automation language is useful for repetitive measurements 13 2005-06-02 Measurement application Application: A Real-Time Action Game There is a wide range of real-time online action games on the market and one of them was selected for the measurements The selected application is a very popular first person shooter (FPS) game, because it is a freeware product and designed for network environment This real-time action game is an online game application for multiple players The minimum requirements for the network game are a modem or a better Internet connection or a LAN network © Ericsson AB 2005 14 2005-06-02 Results in real networks The RTTs were measured over all the three mobile networks in a laboratory environment The average RTTs were 150,0 ms in UMTS, 696,7 ms in EDGE and 896,6 ms in GPRS The average RTT in GPRS is about six times higher than in UMTS The average RTT in UMTS is good enough for online game applications and real-time action games The EDGE and GPRS networks are more suitable for applications which do not have critical delay requirements © Ericsson AB 2005 15 2005-06-02 Average RTT The average RTT in UMTS, EDGE and GPRS 1000 900 800 RTT [ms] 700 600 500 400 300 200 100 0 UMTS © Ericsson AB 2005 16 EDGE GPRS 2005-06-02 Packet size The average packet sizes in UMTS, EDGE and GPRS 180 160 140 Packet size [byte] 120 100 UL DL 80 60 40 20 0 UMTS © Ericsson AB 2005 EDGE 17 GPRS 2005-06-02 Packet loss rate The packet loss rate in UMTS, EDGE and GPRS 0,9 0,8 0,7 Packet loss rate [%] 0,6 0,5 DL UL 0,4 0,3 0,2 0,1 0 UMTS © Ericsson AB 2005 EDGE 18 GPRS 2005-06-02 Conclusions In this thesis the online game performance over the mobile networks was measured The measurements were done with real networks and an emulator According to the measurement results the RTT delay performance is good for real-time online action games only in UMTS In EDGE and GPRS the RTT delay performance is too low for real-time action games The needed throughput in the uplink direction is too high to be transferred over GPRS – For that reason, the packet loss rate rises too high in the uplink direction and playing is impossible The online game performance between the different network technologies depends on the specifications (3GPP), and especially on the radio interface specifications © Ericsson AB 2005 19 2005-06-02 Conclusions There are lower data rate capabilities in GPRS and EDGE than in UMTS The frame length in UMTS is different from GPRS and EDGE frame length and affects the performance The performance values are also dependent on the network configurations Mobile networks are designed to provide higher data speed in the downlink direction than in the uplink direction – – © Ericsson AB 2005 According to the measurement results, when two clients are playing, more bandwidth is needed in the uplink direction than in the downlink direction This feature is not a problem for UMTS or EDGE performance, but it would affect GPRS performance results 20 2005-06-02 Future research A study of the online game application in wireless packet networks with more than only two players Another interesting research objective could be the high-speed downlink packet access (HSDPA) HSDPA technology will reduce the delay and the online game performance should be improved © Ericsson AB 2005 21 2005-06-02
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