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Quake 3 Individual Flow Traffic Results

Date: 31/07/02 - 02/08/02
Client: A
The client used in the following results only participated in two of the three games observed in the aggregate results. The traffic patterns below are characteristic of the other participating clients (except for Client D which had a 32Mb Graphics Card as opposed to a 16Mb one). Also note that the Packet per second and Data rates from Client to Server (as below) do not change as a function of the number of clients on the server.

Inter-packet Arrival Results

Note: The following 4 graphs below display intervals and not packets. The legends on the right of each graph list the consecutive histograms set 2000 packets apart.

Figure 29.

Figure 30.

From Figures 29 and 30, it can be seen that the for traffic flowing from Server to an individual Client that the mean interpacket arrival time is 50msec with some scattering.

Figure 31.

Figure 32.

In the above Figures (31 and 32) for interpacket arrivals from individual Client to Server, packets are being sent as needed to update the player's actions within the game. Although you will note a few of the histograms with steep peaks where idle client behaviour was present.
Packet Length Results

Note: The following 4 graphs below display packet lengths. The legends on the right of each graph list the consecutive histograms set 2000 packets apart.

Figure 33.

Figure 34.

The length histogram of traffic flowing from the Server to individual Client (Figure 33) illustrates an even distribution of packet lengths from 60 to 160 bytes, with a mean packet length of approximately 100 bytes. The cumulative packet length histogram (Figure 34) shows that the majority of packets have a length of 160 bytes or less. Again note the few histograms with steep peaks to the left, indicating where the game server changed maps.

Figure 35.

Figure 36.

For the traffic flowing from the individual Client to Server, the packet length distribution is shown in Figure 35 and has a mean 65 bytes. The cumulative packet length histograms also shows that the packets lengths are scattered about 65 bytes.

Packet Per Second and Data Rate Results

Note: The following 8 graphs below display packet per second and data rate statistics.

Figure 37.

Figure 38.

Figure 39.

Figure 40.

For Server to Client traffic, both the packer per second (Figures 37 and 39) and data rates (Figures 38 and 40) are unaffected by the numbers of players in the game. This is particularly clear with the packet per second graphs. Although the data rate fluctuates across a range of values for each game, this fluctuation is independant of the number of players participating. From the above 4 graphs, the average packet per second rate was 20pps and the data rate was in the range 12 - 19 kbit/sec.

Figure 41.

Figure 42.

Figure 43.

Figure 44.

For Client to Server traffic, both the packer per second (Figures 41 and 43) and data rates (Figures 42 and 44) appear independant of the numbers of players in the game and does not follow a consistent pattern. But rather demonstrate a fair degree of scattering between histograms. From the above graphs, the packet per second rate was in the range 30 - 50 pps and the data rate in the range 14 - 26 kbit/sec.


 

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