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Computer Engineering Commons

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Computer Sciences

Portland State University

Client/server computing

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Full-Text Articles in Computer Engineering

Provisioning On-Line Games: A Traffic Analysis Of A Busy Counter-Strike Server, Wu-Chang Feng, Francis Chang, Wu-Chi Feng, Jonathan Walpole May 2002

Provisioning On-Line Games: A Traffic Analysis Of A Busy Counter-Strike Server, Wu-Chang Feng, Francis Chang, Wu-Chi Feng, Jonathan Walpole

Computer Science Faculty Publications and Presentations

This paper describes the results of a 500 million packet trace of a popular on-line, multi-player, game server. The results show that the traffic behavior of this heavily loaded game server is highly predictable and can be attributed to the fact that current game designs target the saturation of the narrowest, last-mile link. Specifically, in order to maximize the interactivity of the game itself and to provide relatively uniform experiences between players playing over different network speeds, on-line games typically fix their usage requirements in such a way as to saturate the network link of their lowest speed players. While …


Poster: Provisioning On-Line Games: A Traffic Analysis Of A Busy Counter-Strike Server, Francis Chang, Wu-Chang Feng, Wu-Chi Feng, Jonathan Walpole May 2002

Poster: Provisioning On-Line Games: A Traffic Analysis Of A Busy Counter-Strike Server, Francis Chang, Wu-Chang Feng, Wu-Chi Feng, Jonathan Walpole

Computer Science Faculty Publications and Presentations

A poster that illustrates the client/server model employed by an multiplayer online game, focusing on bandwidth usage.