
EFFICIENT BANDWIDTH UTILIZATION FOR TCP-BASED ONLINE GAMES
Author(s) -
Vijeeta Patil,
V. P. Patil
Publication year - 2019
Publication title -
international journal of engineering applied science and technology
Language(s) - English
Resource type - Journals
ISSN - 2455-2143
DOI - 10.33564/ijeast.2019.v04i07.040
Subject(s) - computer science , hstcp , computer network , tcp acceleration , transmission control protocol , network packet
Massive multiplayer online games are becoming popular and prosperous rapidly. The players actions affect the network parameters, the game platform, and the overall perceived quality is highly relevant for the purposes of game design, as well as for the networking infrastructure and network support for games. There exists strong linear relationship between performance metrics in server side and the concurrent player number online. This issue becomes important in some scenarios where many flows of a game share the same path, as would happen between a proxy and the central server of a game. This paper studies the use of a traffic optimization technique named TCM (Tunneling, Compressing and Multiplexing) to reduce the bandwidth of MMORPGs. First, TCP/IP headers are compressed using standard algorithms that avoid sending repeated fields; next, a number of packets are blended into a bigger one and finally, they are sent using a tunnel. The obtained Bandwidth saving is about 40 to 60 percent. Packets per second are also significantly reduced.