Some thoughts on emulating jitter for user experience trials
暂无分享,去创建一个
[1] Wu-chi Feng,et al. Provisioning on-line games: a traffic analysis of a busy counter-strike server , 2002, Comput. Commun. Rev..
[2] Johannes Färber,et al. Network game traffic modelling , 2002, NetGames '02.
[3] Mark Claypool,et al. The effect of latency on user performance in Warcraft III , 2003, NetGames '03.
[4] Luigi Rizzo,et al. Dummynet: a simple approach to the evaluation of network protocols , 1997, CCRV.
[5] Wendy A. Vanhonacker. Evaluation of the FreeBSD dummynet network performance simulation tool on a Pentium 4-based Ethernet Bridge , 2003 .
[6] Grenville J. Armitage,et al. A synthetic traffic model for Quake3 , 2004, ACE '04.
[7] Wu-chi Feng,et al. Provisioning on-line games: a traffic analysis of a busy counter-strike server , 2002, CCRV.
[8] Grenville Armitage,et al. A synthetic traffic model for Half-Life , 2003 .
[9] Grenville J. Armitage,et al. Limitations of using real-world, public servers to estimate jitter tolerance of first person shooter games , 2004, ACE '04.
[10] Tristan Henderson,et al. Latency and User Behaviour on a Multiplayer Game Server , 2001, Networked Group Communication.
[11] Michael S. Borella,et al. Source models of network game traffic , 2000, Comput. Commun..
[12] Tanja Lang. User Experience while playing Halo with network delay or loss , 2003 .