Supporting First Person Shooter Games in Wireless Local Area Networks
First Person Shooter (FPS) games are a popular online gaming genre played predominately over wired networks. FPS games have stringent delay requirements. However, the explosive growth in wireless LAN (WLAN) deployment has seen an increase in the use of such networks for gaming purposes. The varied p...
Saved in:
Published in | 2007 IEEE 18th International Symposium on Personal, Indoor and Mobile Radio Communications pp. 1 - 6 |
---|---|
Main Authors | , , |
Format | Conference Proceeding |
Language | English |
Published |
IEEE
01.09.2007
|
Subjects | |
Online Access | Get full text |
Cover
Loading…
Summary: | First Person Shooter (FPS) games are a popular online gaming genre played predominately over wired networks. FPS games have stringent delay requirements. However, the explosive growth in wireless LAN (WLAN) deployment has seen an increase in the use of such networks for gaming purposes. The varied performance of the IEEE 802.11 standard has tended to make WLANs unsuitable for FPS games. The IEEE 802.11e enhancement introduces Quality of Service (QoS) mechanisms including Enhanced Distributed Channel Access (EDCA) allowing prioritization of competing flows. Using the NS-2 simulator, we evaluate the capability of 802.11 WLANs to support Quake IV games traffic in the presence of web traffic. We compare the results achieved using EDCA with those achieved by a non-elevated differentiated services scheduler known as Best Effort with Loss Trade-off (BELT). We find that the BELT scheduler compares favorably with EDCA in this context. |
---|---|
ISBN: | 9781424411436 1424411432 |
ISSN: | 2166-9570 |
DOI: | 10.1109/PIMRC.2007.4394387 |