||The effects of an AQM enabled home gateway on First Person Shooter game traffic
||EN615, Level 6, EN Building
||At the home, more and more devices are connecting to the Internet via their home gateway to utilise a variety of different services. Online gaming, in particular first person shooter games (FPS), require a low latency connection with only a small percentage of tolerable packet loss in order to keep the game state feeling responsive. Today, this is becoming difficult to maintain with the internet usage patterns and available upload/download speeds for a typical household. With all traffic being funneled to one bottleneck in the home gateway, when congestion does occur, there is a spike in the delay time, causing game traffic to lose its responsiveness.
Emerging technologies such as Active Queue management (AQM), are being tested and used in order to mitigate this problem by getting TCP to react sooner through the implementation of early packet drops. Using the CAIA developed tool TEACUP, for running experimental research on TCP, we can explore what impacts, both positive and negative, different types of AQM’s have on FPS games.
||Russell is a Bachelor of Engineering (Telecommunication and Network Engineering) student at Swinburne University, and is currently undertaking a winter internship at CAIA under the supervision of Prof. Grenville Armitage.