2022
DOI: 10.1007/978-3-030-98785-5_17
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Know Thy Lag: In-Network Game Detection and Latency Measurement

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Cited by 7 publications
(8 citation statements)
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“…To capitalize on that, ISPs should take advantage of the current market opportunities and benefit from providing smart internet and networking solutions that can improve the gaming experience of their users. Studies have shown that smart solutions have proven to be able to monitor, diagnose and troubleshoot user networking and internet problems [1] [8] [9] [10]. These implementations may also have a positive effect on ISPs, where smart systems can automatically diagnose and troubleshoot user problems, leading to operational efficiency and decreased overheads for technical support staff.…”
Section: Of 19mentioning
confidence: 99%
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“…To capitalize on that, ISPs should take advantage of the current market opportunities and benefit from providing smart internet and networking solutions that can improve the gaming experience of their users. Studies have shown that smart solutions have proven to be able to monitor, diagnose and troubleshoot user networking and internet problems [1] [8] [9] [10]. These implementations may also have a positive effect on ISPs, where smart systems can automatically diagnose and troubleshoot user problems, leading to operational efficiency and decreased overheads for technical support staff.…”
Section: Of 19mentioning
confidence: 99%
“…Unfortunately, for games that are unavailable in their local region, gamers are forced to play in another region and accept the latency penalty. Most gamers are aware of the connectivity issues caused by internet quality and geographical location, and the most common misconception of online gaming is that they need to have an extremely fast internet connection to play online when an average internet speed (10 -50Mbps) is good enough [1]. However, some major ISPs in Malaysia claim that the ideal internet speed for gaming is 300Mbps to 1Gbps, which could potentially indicate poor bandwidth management, poor network routing and ISP throttling for their lower-level internet plans [2] [3] [4].…”
Section: Introductionmentioning
confidence: 99%
“…Such flows are sent to certain port numbers and with unique payload size sequences of their first several (e.g., four to seven) upstream packets. These packets carry initial messages specific to the requested services, similar in spirit to multiplayer gaming applications [32]. We therefore extract the per-flow upstream packet payload size sequences for traffic destined to the various time-critical activity domains UDP ports (e.g., 5055, 5056, and 5058 used for Multiverse), and train our machines using a similar method as described in §4.1.1.…”
Section: Metaverse Primary Domainmentioning
confidence: 99%
“…provide graphics, access to third-party businesses, and crypto services. As can be seen, the number of domains involved in serving a metaverse VR session is significantly higher compared to streaming video (which typically involve a single CDN domain serving video content) or gaming (which generally consist of less than ten prefixes within a single domain in a typical match-play game [32]) sessions. The contrast highlights the challenges that operators will encounter when it comes to optimizing and troubleshooting their networks for metaverse.…”
Section: Metaverse Vr Network Traffic Characteristicsmentioning
confidence: 99%
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