Proceedings of the 2006 ACM CoNEXT Conference on - CoNEXT '06 2006
DOI: 10.1145/1368436.1368456
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Modeling ping times in first person shooter games

Abstract: C e n t r u m v o o r W i s k u n d e e n I n f o r m a t i c a PNA Probability, Networks and Algorithms Probability, Networks and Algorithms Modeling Ping times in First Person (RTT), i.e., the sum of the network delay from client to server and the network delay from server to client, impacts the gamer's performance considerably. Game client software usually has a built-in process to measure this RTT (also referred to as Ping time), and as such gamers do not want to connect to servers with a large Ping time. … Show more

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Cited by 3 publications
(1 citation statement)
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References 19 publications
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“…Qiong Yang [4] and others analyzed communication capacity between vehicles considering that the vehicles consist of an ad hoc network, established discrete D/M/1 queuing model for the vehicle nodes, and calculated the probability of data conflict, as well as the average packet transmission delays. N. Degrande [5] studied packets roundtrip time between the client and server in the first-person shooter game. The uplink data and downlink data are calculated using M/D/1 and D/E k /1 queuing model based on the traffic characteristic, and finally RTT analytical formula is established and analyzed.…”
mentioning
confidence: 99%
“…Qiong Yang [4] and others analyzed communication capacity between vehicles considering that the vehicles consist of an ad hoc network, established discrete D/M/1 queuing model for the vehicle nodes, and calculated the probability of data conflict, as well as the average packet transmission delays. N. Degrande [5] studied packets roundtrip time between the client and server in the first-person shooter game. The uplink data and downlink data are calculated using M/D/1 and D/E k /1 queuing model based on the traffic characteristic, and finally RTT analytical formula is established and analyzed.…”
mentioning
confidence: 99%