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1 Presentation Mads Verwohlt and Martin H. Larsen 6th Semester Communication Network Diploma engineer Previous projects: Text Conference over W3 RTAI linux controller system
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2 Project Presentation Which multicast-scheme is best suited for mobile multiparty games, in a wireless network. Relevant topics: Multiparty Gaming Bluetooth and Wireless LAN Multicast Schemes
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3 Multiparty game types Game types Round- robin Simultane ous- movement Massively Multiplayer Online MO-FPS First person shooter LatencyIs tolerable Is not very tolerable Not tolerable Max number of players supported Low. Max 4-8 players Low. Max 4-8 players Very high. In thousands High. Max 32 players Network traffic required Low High
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4 Multiparty gaming networks Peer-to-peer gamesServer-driven games Player bandwidth usage HighLow Max number of players supported Low Max. 4-8 High Developers server expenses NoneServer hardware and bandwidth For usage with multicast Yes
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5 Scenario Multiparty Game For the scenario we chose a Server-driven game of the type Multiplayer Online First Person Shooter. (MO-FPS) –It is simpler to implement a multicast scheme for a Server-driven game –FPS are less tolerable to latency –FPS a high rate of network traffic
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6 Bluetooth and Wireless LAN Bluetooth: Accesspoints and Piconets WLAN and Bluetooth multicasting: No Acks No reliable layer 2 Throughput Delay
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7 Project goals 1.Identify the features of mobile multi-party games 1.user group size 2.game session length 3.traffic volume 2.Identify the effect of the wireless environment
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8 Project goals 3. Study existing multicast schemes 4. Build a test bed to validate the performance of the multicast scheme.
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9 Scenario overview
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10 Choosing Scenario Game Scenario: A game type will be chosen. (MO-FPS) A specific game of that type will be selected. Test bed scenario: A router with multicasting enabled. Bluetooth and WLAN access points. Computers used as nodes.
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11 Problem statement Which multicast-scheme is best suited for mobile MO-FPS games, considering packet error rate, delay and jitter in a wireless multicast environment.
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12 Timeplan
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