Title: Video Game Traffic Profile
1Video Game Traffic Profile
- Glenn Harper
- Joseph Sanchez
- Everett Espinoza
- Anthony Baros
2Video Gaming A Burgeoning Industry
- As of 2002, Video Gaming was a 30 Billion per
year industry. - Game sales rival CD, DVD, and Box Office sales.
- Example Sony Playstation 2
- 25 million consoles sold, 2.6 million connected
(with separate adapter).
3Online Gaming The Next Big Thing
- SCEA study has noted that the peak time for
online play is between 5 and 11 pm - Nielsen (Television ratings) has noted a drop in
the number of viewers among males 18-24 during
the same time period. - The rise of online gaming and video gaming has
had a huge impact on entertainment landscape.
4Previous Work
- Many previous studies have been done to measure
Web or Multimedia traffic - Game traffic should be different Low latency,
small packet size, bursty traffic
5A Challenge to the Existing Infrastructure of the
Internet
- Large amount of users requires a relatively high
bandwidth, massively scalable method of
connecting to servers. - How do gaming developers and system
administrators meet this need?
6Profiling Traffic from Online Gaming
- Three focuses for our project
- What type of traffic is used to connect between
clients and servers? - How many gamers are connecting, and how does the
number change throughout the day? - What is the geographic distribution of online
gamers?
7Possible benefits of this study
- Good data will allow the design of networks to
better accommodate network gaming traffic
turbulence - Provide data for more realistic network
simulations
8Type of Traffic
- Hypothesis mostly UDP, with TCP connection to
tell server when clients join and disconnect. - Tested using network connection monitoring tool
while observing an online game.
9Number of Gamers
- Hypothesis Absolute number unknown, but peak
should be between 5 and 11 pm, as per the SCEA
study. - Test by looking at the number of gamers on
closest servers at various times during the day.
10Geographic Distribution
- Hypothesis Should see a normal distribution on a
map of the Southwestern USA. - Means should be at cities (Albuquerque, Phoenix,
San Antonio, Denver, etc.) - Test by taking IPs of servers with low lag, then
plug those IPs into a location finder.
11Test Procedures and Results
12Initially set up server, but no one connected.
- Initially set up server, but no one connected.
- Took different approach
- Looked at servers with latency lt 50, and servers
located in southwest - Assumed these would be servers connecting to us.
13STEAM Screenshot
14Steam Screenshot with Server
15Testing results for span of two weeks for
- Number of Players
- Number of Active servers
- Types of network connections occuring during
gaming - Locations of various servers
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18Results for individual days of the week
- Number of players
- Number of active servers
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26Mechanism for determining types of gaming
connections
- Used Netmon 1.1, which records the following
- Remote Address
- Local address
- Port number used
- Type of protocol used
27NETMON Screenshot
28This software allowed us to determine the various
types of connections utilized throughout game play
29Sample of data file created by Netmon
30Types of connections determined
- There are TCP Connections to central Steam
server. These connections perform basic control
functions - Majority connection types are UDP, which contain
the bulk of the data. UDP connection is the
basic server-client connection.
31Geographic Distribution
- http//ws.arin.net/ was used to find out the
organization which a IP address belonged to and
thus the location of the servers city
32Sample Data
OrgName Game Daemons, Inc.
OrgID GAMED
Address P.O. Box 702
City Midway
StateProv UT
PostalCode 84909
Country US
NetRange 69.12.8.0 - 69.12.9.255
OrgName Cyberbasin Internet Services
OrgID CIS-218
Address 407 N Big Spring
City Midland
StateProv TX
PostalCode 79702
Country US NetRange 65.164.136.0 -
65.164.139.255
33After looking up the location of 50 IP addresses,
this is the distribution
34Conclusions
- Network games different than typical Internet
applications - Very Interactive
- Traffic flow profile consists mainly of small
bursts of UDP packets - For Counter-strike game, we see burstier data
rate depending upon action - Packet sizes for server depend upon action