As part of a broader organisational restructure, data networking research at Swinburne University of Technology has moved from the Centre for Advanced Internet Architecture (CAIA) to the Internet For Things (I4T) Research Lab.

Although CAIA no longer exists, this website reflects CAIA's activities and outputs between March 2002 and February 2017, and is being maintained as a service to the broader data networking research community.


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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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