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Quake 3 Individual Flow Traffic Results

Date: 31/07/02 - 02/08/02
Client: D
The client used in the following results participated in three of the four games observed in the aggregate results. It is interesting to note this client equiped with a 32Mb Nvidia GeForce2 MX graphics, produced differing results for interpacket arrivals, packet per second and data rates.

Inter-packet Arrival Results

Note: The following 2 graphs below display intervals and not packets. The legends on the right of each graph list the consecutive histograms set 2000 packets apart.

Figure 45.

Figure 46.

The Server to Client interpacket arrival histograms have not been included since they are similar to those for Client A (Figures 29 and 30). In the above Figures (45 and 46) for interpacket arrivals from individual Client to Server, packets are being sent as needed to update the player's actions within the game. In comparison to Client A, there is less variation in the arrival of packets.
Packet Per Second and Data Rate Results

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

Figure 47.

Figure 48.

Figure 49.

Figure 50.

For Server to Client traffic, packet per second (Figures 47 and 49)and data rates (Figures 48 and 50) are similar to those found for client A. 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 51.

Figure 52.

Figure 53.

Figure 54.

For Client to Server traffic, both the packet per second (Figures 51 and 53) and data rates (Figures 52 and 54) do not appear to follow a consistent pattern. But rather demonstrate a fair degree of scattering between histograms. It is interesting to note that traffic flowing from Client D to the Server has a packet per second rate (in the range 82 - 90 pps) and data rate (in the range 40 - 46 kbit/sec) more than twice that from Client A. This is most likely due to the higher refresh rates and resolution of Client D's graphics card.


 

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