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Trafico de quake en Kb ...
07/01/2007, 22:44
Estuve probando un programa muy bueno que limita el trafico de la red, y probe varios juegos limitando la red a 5k por maquina, a lo cual casi todos responden perfectamente, con 5 k podes jugar lineage, ou, war3, navegar, msn, y muchos mas, pero al llegar a los fps, la cosa no fue tan facil, el quake por ejemplo vi que mientras juego no consume 5k pero, algo hace que se trabe, no se que es, me parece que es trafico tcp, cosa que me resulta raro, por que el trafico deberia ser udp, y creo que es mas bien trafico de salida, quizas es el comando maxpackets que esta blokeado en 100 en los servers de xbattle quizas con menos packetes se podria jugar perfectamente... alguien sabe exactamente que consume y cuanto? lo minimo claro para que ande bien. saludos.
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Re: Trafico de quake en Kb ...
08/01/2007, 10:09
Bueno lo que voy a colocar aca es una info que me paso muy amablemente Harvester, creo que es un gran aporte a la comunidad, muchisimas gracias, Harv.
nota: ayer jugue perfectamente con el quake 3 en el mod xbattle conj 5 k de download y 5 k de upload, y se cuelga solamente cuando recien entras, creo que debe ser algo del punk buster, o algun checkeo que realiza el juego que necesita mas ancho de banda al iniciar, por que despues lo mas bien con el max packets blockeado en 100, el lag que tenia era producto de las demas 10 maquina que tenia al rededor con sus msn, paginas, juegos, etc. realmente muy bien para tanto consumo, cuando quedo menos gente ya ni lag tenia.
Quake 3 Packet and Traffic Characteristics
CAIA Technical report 021220A, December 2002
Mark Pozzobon
[email protected]
Introduction
This preliminary investigation of Quake 3 in-game network traffic aims to report upon the inter-packet arrival times, packet size distributions, packet per second rates and server/client data rates. Traffic characteristics of network games such as Quake 3 are particularly useful to Internet Service Providers (ISPs) who are interested in identifying such applications utilising their resources. The results of this investigation will form the basis for further research into player sensitivity to jitter and latency.
A game sequence is generally conducted as follows:
Player joins
Game is quiet for a few seconds
Map loads
Interactive-phase (in-game)
Game ends
Short pause
Repeat from step 3. until player leaves
Although the joining, leaving and idle phases of networking gaming are important to any game play, the most interesting and crucial part of the game cycle is the traffic during the interactive phase. In the results of this investigation we have attempted to eliminate histograms containing traffic of idle clients.
Generating and Capturing Quake 3 Traffic
Game traffic was captured in a LAN environment with typically 2 - 5 players being 1 hop away from the game server (approx. 2ms). This paper looks at game play traffic over a 2 day period, although games were played over two months with largely similar results.
Quake 3 Client Computer Configurations
Computer Details
Client A B C D E
Brand Compaq Compaq Compaq Compaq Dell
Model EVO D500 EVO D500 EVO D500 EVO D500 Dimension
CPU Pentium 4 1.6MHz Pentium 4 1.6MHz Pentium 4 1.6MHz Pentium 4 1.6MHz Pentium 4 1.5MHz
RAM 256Mb 256Mb 256Mb 256Mb 256Mb
Graphics Card 16Mb Nvidia Vanta/Vanta LT 16Mb Nvidia Vanta/Vanta LT 16Mb Nvidia Vanta/Vanta LT 32Mb Nvidia GeForce2 MX/MX 16Mb ATI RAGE 128 Ultra
OS Microsoft Windows 2000 Microsoft Windows 2000 Microsoft Windows 2000 Microsoft Windows 2000 Microsoft Windows 2000
Please note that the Default Quake 3 System Setup (Graphics, Display, etc.) settings.
Equipment used for generating/capturing Quake 3 traffic
Quake 3 Equipment Setup
Each host computer is under 2-5ms from the server. Game Server/Packet Sniffing Computer (gs.caia.swin.edu.au)
Brand: Compaq
Model: EVO D500
CPU: Pentium 4 1.6MHz
RAM: 256Mb
OS: FreeBSD 4.5
Ethernet Port Details (fxp0)
Brand: Intel
Model: Pro/100 Ethernet
Ethernet address: 00:08:02:3B:5B:71
Quake 3 (v1.31) and Pkthisto 0.1.2 software running on the Game Server/Packet Sniffing Computer. The Game Server for Quake 3 was configured to operate on port 27963 and used the following map cycle: runtfest, coralctf, platform6.
The configuration settings used for Pkthisto can be found in the following file. Each histogram represents 2000 packets of traffic flow. A flow is only recorded if it saw more than 200 packets, and packets arrived more frequently than once every 800 milliseconds.
Results/Discussion
The data set used for analysis was collected over a two day period (31/07/02 - 01/08/02). Three game playing sessions were observed, where 3, 4 and 5 players participated.
Single Client Idle/Play Traffic Results
Aggregate Flow Results
Individual Client A Flow Results
Individual Client D Flow Results
Aggregate Traffic PPS/Data Rate Relationships
Summary and Further Analysis
A Quake 3 Arena game server sends updates to each of the clients every 50msec on average, where updates are N packets back-to-back, one packet to each active client. Generally speaking for aggregate server to client traffic, (100*(N-1)/N)% of intervals will be less than or equal to 100usec and the remaining will be scattered closely around 50msec.
The table below is a summary of the inter-packet arrival times, packet size distributions, packet per second rates and server/client data rates observed from Quake 3 in-game network traffic.
Aggregate Traffic Individual Client Traffic
Server to Client Client to Server Server to Client Client to Server
Inter-packet Arrival Times Many back-to-back packets (<100usec) and 50msec.
Dependant upon number of players
100usec - tens of milliseconds.
Upper limit dependant upon number of players.
Mean: 50msec 10 - 70msec
Packet Lengths Mean: 100 bytes
90% of packets within 50 - 200 bytes
Mean: 60 bytes
90% of packets within 57 - 70 bytes
Mean: 100 bytes
90% of packets within 65 - 170 bytes
Mean: 65 bytes
90% of packets within 57 - 70 bytes
Packets per second 20 - 100 pps 36 - 265 pps 20 pps 30 - 50 pps (Clients A - C, E)
82 - 90 pps (Client D)
Data Rate 10 - 90 kbit/sec 15 - 135 kbit/sec 12 - 19 kbit/sec 14 - 26 kbit/sec (Clients A - C, E)
40 - 46 kbit/sec (Client D)
In the table above, all of the figures obtained for Packet per second and Data rates were dependant upon the number of players simultaneously participating. The lower values generally represent one client participating and the upper values are for 5 clients.
From the aggregate results, the table below lists some formulae for relationships to express the the average aggregate packet per second and data rates given the number of players (N) participating in a game.
Aggregate Traffic Relationships
Packets Per Second Data Rate
Server to Client Client to Server Server to Client Client to Server
PPSSC = 20N PPSCS = 57N - 21 RATESC = 20N - 10 RATECS = 30N -15
Our next steps involve analysing the effect of jitter, packet loss and link latency on game play and the sensitivity of each. Also, to extend the above results to include players and traffic statistics from the Internet. Finally, we wish to develop model(s) for the traffic seen. As a result, it will provide the ability to identify and monitor game traffic on a network and the ability to deliver the correct Quality of Service for game play.
fuente
a esta investigacion, le saco en conclusion que el juego quake3 arena, consume:
12 - 19 kbit/sec (download) 14 - 46 kbit/sec (upload), dependiendo de la cantidad de jugadores y dependiendo de lo que uno este haciendo, esta experiencia fue tomada con 5 jugadores supongo que cuando mas haya mas trafico habra. por lo tanto la subida deberia limitarla a un poco mas de 5k para ver si no se traba tanto, igualmente estas pruebas fueron hechas con la configuracion default del juego osea 30 maxpackets por seg. etc.
Última edición por Quad; 08/01/2007 a las 10:18
Razón: Automerged Doublepost
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Re: Trafico de quake en Kb ...
08/01/2007, 11:14
es interesante ^^
se agradece
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SOY RE PRO
Re: Trafico de quake en Kb ...
08/01/2007, 12:53
momento que soy lento
en q caso conviene usar esto?
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Loco de la Guerra!
Re: Trafico de quake en Kb ...
08/01/2007, 15:35
en caso de q tengas una red compartida y quieras limitar el ancho de banda por pc...
como en un cyber :o
= quad hace un tiempo habia un post q decia la cantidad de kb por packets y sv_fps q gastaba el quake...
Última edición por n1Ck; 08/01/2007 a las 15:38
Razón: Automerged Doublepost
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reloaded
Re: Trafico de quake en Kb ...
08/01/2007, 16:40
Iniciado por
n1Ck
en caso de q tengas una red compartida y quieras limitar el ancho de banda por pc...
como en un cyber :o
= quad hace un tiempo habia un post q decia la cantidad de kb por packets y sv_fps q gastaba el quake...
no lo vi.
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Re: Trafico de quake en Kb ...
08/01/2007, 21:36
nick thread killer.
a mi me parece un hallazgo que rompe las barreras de lo que antes conociamos como internet gaming y mis estrobos maeseeee
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Forty six & 2
Re: Trafico de quake en Kb ...
08/01/2007, 23:47
quad me podrias decir el nombre del programa ?
pd: es secreto de estado ?
Última edición por Khromo; 09/01/2007 a las 23:04
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