Chapter 10 – Requirements

Publisher Summary This chapter gives an overview of the requirements for networked virtual environments (NVEs) and network games (NGs), and introduces some technologies to measure and mitigate some particular requirements. Consistency in a NVE or NG at a system and user level are also defined. Four network properties that influence consistency: latency, bandwidth, congestion, and connectivity, are also examined in the chapter. It is argued that latency is the main cause of inconsistency, though bandwidth does impact consistency in the sense that it can be a limiting factor. Network latency is often defined by the time it takes a packet to be sent from one host to another. Both latency and bandwidth requirements are then examined showing how to monitor both. A variety of common NVEs and NGs generate traffic. Among the key observations are that traffic is bursty at a microlevel (servers try to be fair by sending all clients information at the same time) and at the macrolevel (users coordinate their motion or other traffic together). A large difference between the bandwidth requirements of many games and social spaces, where the world must be downloaded, is noted. A final issue, which is dealt with is the actual connectivity of hosts. A case study of Burnout™ Paradise is presented in the chapter.

[1]  Tomas E. Ward,et al.  An Unobtrusive Method for Tracking Network Latency in Online Games , 2007 .

[2]  Mark Claypool,et al.  The effect of latency on user performance in Real-Time Strategy games , 2005, Comput. Networks.

[3]  Kyoung Shin Park,et al.  Effects of network characteristics on human performance in a collaborative virtual environment , 1999, Proceedings IEEE Virtual Reality (Cat. No. 99CB36316).

[4]  Mark Claypool,et al.  The effect of latency on user performance in Warcraft III , 2003, NetGames '03.

[5]  Markus Rupp,et al.  Traffic Analysis and Modeling for World of Warcraft , 2007, 2007 IEEE International Conference on Communications.

[6]  Chengzheng Sun,et al.  Consistency maintenance in real-time collaborative graphics editing systems , 2002, TCHI.

[7]  Robert S. Allison,et al.  Effects of network delay on a collaborative motor task with telehaptic and televisual feedback , 2004, VRCAI '04.

[8]  Grenville J. Armitage,et al.  An experimental estimation of latency sensitivity in multiplayer Quake 3 , 2003, The 11th IEEE International Conference on Networks, 2003. ICON2003..

[9]  Stephen John Turner,et al.  Time-space consistency in large-scale distributed virtual environments , 2004, TOMC.

[10]  Wu-chi Feng,et al.  Provisioning on-line games: a traffic analysis of a busy counter-strike server , 2002, Comput. Commun. Rev..

[11]  Bernard D. Adelstein,et al.  Sensor spatial distortion, visual latency, and update rate effects on 3D tracking in virtual environments , 1999, Proceedings IEEE Virtual Reality (Cat. No. 99CB36316).

[12]  P. Fitts The information capacity of the human motor system in controlling the amplitude of movement. , 1954, Journal of experimental psychology.

[13]  Johannes Färber,et al.  Traffic Modelling for Fast Action Network Games , 2004, Multimedia Tools and Applications.

[14]  Bernard D. Adelstein,et al.  Improved temporal response in virtual environments through system hardware and software reorganization , 1996, Electronic Imaging.

[15]  Susumu Horiguchi,et al.  An experimental study on the effects of Network delay in Cooperative Shared Haptic Virtual Environment , 2003, Comput. Graph..

[16]  Yanchun Zhang,et al.  Achieving convergence, causality preservation, and intention preservation in real-time cooperative editing systems , 1998, TCHI.

[17]  E. Hoffmann Fitts' Law with transmission delay , 1992 .

[18]  Hartmut Ritter,et al.  The effect of latency and network limitations on MMORPGs: a field study of everquest2 , 2005, NetGames '05.

[19]  Sebastian Zander,et al.  Achieving fairness in multiplayer network games through automated latency balancing , 2005, ACE '05.

[20]  M. Whitton,et al.  Effect of latency on presence in stressful virtual environments , 2003, IEEE Virtual Reality, 2003. Proceedings..

[21]  Steve Benford,et al.  Coping with inconsistency due to network delays in collaborative virtual environments , 1999, VRST '99.

[22]  Mark Claypool,et al.  Traffic analysis of avatars in Second Life , 2008, NOSSDAV.

[23]  Frank Thomson Leighton Improving performance on the internet , 2009, CACM.

[24]  Wim Lamotte,et al.  Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game , 2004, NetGames '04.

[25]  Lars C. Wolf,et al.  On the impact of delay on real-time multiplayer games , 2002, NOSSDAV '02.

[26]  Chin-Laung Lei,et al.  How sensitive are online gamers to network quality? , 2006, CACM.

[27]  Tristan Henderson,et al.  Latency and User Behaviour on a Multiplayer Game Server , 2001, Networked Group Communication.

[28]  Caroline Jay,et al.  Modeling the effects of delayed haptic and visual feedback in a collaborative virtual environment , 2007, TCHI.

[29]  Henning Schulzrinne,et al.  An Analysis of the Skype Peer-to-Peer Internet Telephony Protocol , 2004, Proceedings IEEE INFOCOM 2006. 25TH IEEE International Conference on Computer Communications.

[30]  Djamel Sadok,et al.  Traffic Analysis Beyond This World: the Case of Second Life , 2007 .

[31]  Deborah Estrin,et al.  Advances in network simulation , 2000, Computer.

[32]  Marcel Dischinger,et al.  Characterizing residential broadband networks , 2007, IMC '07.

[33]  Scott S. Fisher,et al.  Defining, modeling, and measuring system lag in virtual environments , 1990, Other Conferences.

[34]  Chris Greenhalgh,et al.  Making Networked Virtual Environments Work , 2001, Presence: Teleoperators & Virtual Environments.

[35]  Shun-Yun Hu,et al.  A case for 3D streaming on peer-to-peer networks , 2006, Web3D '06.

[36]  Ravin Balakrishnan,et al.  Reaching for objects in VR displays: lag and frame rate , 1994, TCHI.

[37]  Bryan Ford,et al.  Peer-to-Peer Communication Across Network Address Translators , 2005, USENIX Annual Technical Conference, General Track.

[38]  Wu-chi Feng,et al.  A traffic characterization of popular on-line games , 2005, IEEE/ACM Transactions on Networking.

[39]  Declan Delaney,et al.  On Consistency and Network Latency in Distributed Interactive Applications: A SurveyPart I , 2006, Presence: Teleoperators & Virtual Environments.

[40]  Mark R. Mine Characterization of End-to-End Delays in Head-Mounted Display Systems , 1993 .

[41]  Anthony Steed A simple method for estimating the latency of interactive, real-time graphics simulations , 2008, VRST '08.

[42]  kc claffy,et al.  Bandwidth estimation: metrics, measurement techniques, and tools , 2003, IEEE Netw..

[43]  Grenville J. Armitage,et al.  Limitations of using real-world, public servers to estimate jitter tolerance of first person shooter games , 2004, ACE '04.

[44]  Kajal T. Claypool,et al.  Latency and player actions in online games , 2006, CACM.

[45]  Mark Claypool,et al.  The effects of latency on online madden NFL football , 2004, NOSSDAV '04.

[46]  R Plamondon,et al.  Speed/accuracy trade-offs in target-directed movements , 1997, Behavioral and Brain Sciences.

[47]  Carl Gutwin,et al.  The effects of network delays on group work in real-time groupware , 2001, ECSCW.

[48]  Sion Jennings,et al.  The Effect of Visual System Time Delay on Helicopter Control , 2000 .

[49]  Jitendra Padhye,et al.  Measurement and Estimation of Network QoS Among Peer Xbox 360 Game Players , 2008, PAM.

[50]  Mark Claypool,et al.  The effects of loss and latency on user performance in unreal tournament 2003® , 2004, NetGames '04.

[51]  C M Greenhalgh,et al.  Evaluating the network and usability characteristics of virtual reality conferencing , 1997 .

[52]  Pradeep Dubey,et al.  Second Life and the New Generation of Virtual Worlds , 2008, Computer.

[53]  Chin-Laung Lei,et al.  Game traffic analysis: An MMORPG perspective , 2006, Comput. Networks.

[54]  Yanghee Choi,et al.  Traffic characteristics of a massively multi-player online role playing game , 2005, NetGames '05.