@inproceedings{2fa48ea5bd414cdebd20ff230757d001,
title = "A study of network stack latency for game servers",
abstract = "Latency has a high impact on the user satisfaction in real-time multiplayer games. The network between the client and server is, in most cases, the main cause for latency and out of the scope of the game's developer. But the developer should avoid introducing unnecessary delays within his responsibility; i.e. with respect to development and operating costs he should wisely choose a network stack and deployment model for the server in order to reduce latency. In this paper we present latency measurements of the Linux network stack and effects of virtualization. We show that a worst-case scenario can cause a latency in the millisecond range when running a game server. We discuss how latencies can be reduced by using the packet processing framework DPDK to replace the operating system's network stack.",
keywords = "Intel DPDK, latency, measurement, virtualization",
author = "Paul Emmerich and Daniel Raumer and Florian Wohlfart and Georg Carle",
note = "Publisher Copyright: {\textcopyright} 2014 IEEE.; 2014 13th Annual Workshop on Network and Systems Support for Games, NetGames 2014 ; Conference date: 04-12-2014 Through 05-12-2014",
year = "2015",
month = jan,
day = "14",
doi = "10.1109/NetGames.2014.7008960",
language = "English",
series = "Annual Workshop on Network and Systems Support for Games",
publisher = "IEEE Computer Society",
number = "January",
booktitle = "2014 13th Annual Workshop on Network and Systems Support for Games, NetGames 2014",
edition = "January",
}