论文标题

根据主观质量的FPS游戏的多路复用策略的比较

Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality

论文作者

Saldana, Jose, Navajas, Julian Fernandez, Mas, Jose Ruiz, Sequeira, Luis, Casadesus, Luis

论文摘要

本文比较了两项政策,这些政策可用于多元化第一人称射击游戏的许多玩家的流量。已经模拟了许多参与者共享访问网络的网络方案,以便根据主观质量估计器进行比较。第一个政策,即超时,可以实现更高的带宽节省,而第二个时期则引入了更少的延迟和抖动。结果表明,仅当玩家数量较小时,QOE的差异才有意义。因此,为了做出正确的决定,必须考虑到可以预期的主观质量的估计,必须考虑混凝土网络方案和路由器的特征。

This paper compares two policies which can be used for multiplexing the traffic of a number of players of a First Person Shooter game. A network scenario in which a number of players share an access network has been simulated, in order to compare the policies in terms of a subjective quality estimator. The first policy, namely timeout, achieves higher bandwidth savings, while the second one, period, introduces less delay and jitter. The results show that the difference in terms of QoE is only significant when the number of players is small. Thus, in order to make the correct decision, the concrete network scenario and the characteristics of the router would have to be considered in each case, taking into account the estimation of the subjective quality that can be expected.

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