A study of network stack latency for game servers

Paul Emmerich, Daniel Raumer, Florian Wohlfart, Georg Carle

Publikation: Beitrag in Buch/Bericht/KonferenzbandKonferenzbeitragBegutachtung

1 Zitat (Scopus)

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.

OriginalspracheEnglisch
Titel2014 13th Annual Workshop on Network and Systems Support for Games, NetGames 2014
Herausgeber (Verlag)IEEE Computer Society
AuflageJanuary
ISBN (elektronisch)9781479968824
DOIs
PublikationsstatusVeröffentlicht - 14 Jan. 2015
Veranstaltung2014 13th Annual Workshop on Network and Systems Support for Games, NetGames 2014 - Nagoya, Japan
Dauer: 4 Dez. 20145 Dez. 2014

Publikationsreihe

NameAnnual Workshop on Network and Systems Support for Games
NummerJanuary
Band2015-January
ISSN (Print)2156-8138
ISSN (elektronisch)2156-8146

Konferenz

Konferenz2014 13th Annual Workshop on Network and Systems Support for Games, NetGames 2014
Land/GebietJapan
OrtNagoya
Zeitraum4/12/145/12/14

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