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Aggregate Traffic PPS/Data Rate
The following section discusses aggregate packets per second (PPS) and kilobits per second (rate) characteristics that were observed in the investigation. The mathematical linear model was derived from the first and last actual values using simple algebra.
Packets Per Second
Figures 34 and 35 show the average PPS for both clients to server and server to clients increases as the total number of players in the game increases.
Figure 34: PPS All Games Figure 35: PPS All Games
Data Rate
In Figures 36 and 37 we can also see that the average data rate increases as the total number of players in the game increases.
Figure 36: Rate All Games Figure 37: Rate All Games
From the results above it is clear that if we took the average rate over the PPS then we would obtain the average packet size (kb/s/packets/sec = kb/packets = packet length). This might be misleading however, since this packet size is theoretical and may never occur in the game. Actual TimeSplitters2 packet lengths sent and received by the clients/server can be seen in previous sections of this report.
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Last Updated: Friday 10-Oct-2003 09:41:15 AEST URL: Maintained by: Ana Pavlicic apavlicic@groupwise.swin.edu.au Authorised by: Grenville Armitage garmitage@swin.edu.au