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Packet Loss and Latency in Unreal Tournament 2003. Tom Beigbeder Rory Coughlan Corey Lusher John Plunkett. Background. Major draw of first person shooters (FPS) is the multiplayer aspect The Internet was not designed for the real-time nature of computer games
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Packet Loss and Latency in Unreal Tournament 2003 Tom Beigbeder Rory Coughlan Corey Lusher John Plunkett
Background • Major draw of first person shooters (FPS) is the multiplayer aspect • The Internet was not designed for the real-time nature of computer games • Most games descend from one of two lineages – Quake or Unreal
Game Information • Majority of research has been done on Quake-engine based games, in particular Half-Life • Unreal Tournament 2003 is a popular fast-paced FPS game • Includes multiple types of weapons, typical of most other FPS
Network Traffic • Unreal Tournament 2003 transmits over 5000 packets per minute • Majority of game traffic is carried over the User Datagram Protocol • No retransmission functions built in • Need for precise movement and aiming requires constant updates from a game server, which requires low latencies and packet loss rates
Goals of the Project • Determine the impact of packet loss on player performance • Contrast with the effects of latency • Determine the specific components of gameplay that are most effected by network connection degradation
Technologies Utilized • Unreal Tournament 2003 • NIST Net • Ethereal • All Seeing Eye
Methodology • Divided game into basic components such as precise aiming, and movement • Performed controlled tests at different levels of packet loss and latency • Analyzed results
Conclusions • Despite making gameplay less enjoyable, levels of packet loss and latency likely to be encountered by average players do not statistically impact player scores • Latency was more detrimental to player performance than packet loss • Packet loss was only noticeable at levels higher than 25%
Future Work • “Bursty” Loss • Variable Latency • Unreal Tournament 2003 compared to different game lineages