25,886 research outputs found

    FavorQueue: A parameterless active queue management to improve TCP traffic performance

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    This paper presents and analyzes the implementation of a novel active queue management (AQM) named FavorQueue that aims to improve delay transfer of short lived TCP flows over best-effort networks. The idea is to dequeue packets that do not belong to a flow previously enqueued first. The rationale is to mitigate the delay induced by long-lived TCP flows over the pace of short TCP data requests and to prevent dropped packets at the beginning of a connection and during recovery period. Although the main target of this AQM is to accelerate short TCP traffic, we show that FavorQueue does not only improve the performance of short TCP traffic but also improves the performance of all TCP traffic in terms of drop ratio and latency whatever the flow size. In particular, we demonstrate that FavorQueue reduces the loss of a retransmitted packet, decreases the number of dropped packets recovered by RTO and improves the latency up to 30% compared to DropTail. Finally, we show that this scheme remains compliant with recent TCP updates such as the increase of the initial slow-start value

    Managing Network Delay for Browser Multiplayer Games

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    Latency is one of the key performance elements affecting the quality of experience (QoE) in computer games. Latency in the context of games can be defined as the time between the user input and the result on the screen. In order for the QoE to be satisfactory the game needs to be able to react fast enough to player input. In networked multiplayer games, latency is composed of network delay and local delays. Some major sources of network delay are queuing delay and head-of-line (HOL) blocking delay. Network delay in the Internet can be even in the order of seconds. In this thesis we discuss what feasible networking solutions exist for browser multiplayer games. We conduct a literature study to analyze the Differentiated Services architecture, some salient Active Queue Management (AQM) algorithms (RED, PIE, CoDel and FQ-CoDel), the Explicit Congestion Notification (ECN) concept and network protocols for web browser (WebSocket, QUIC and WebRTC). RED, PIE and CoDel as single-queue implementations would be sub-optimal for providing low latency to game traffic. FQ-CoDel is a multi-queue AQM and provides flow separation that is able to prevent queue-building bulk transfers from notably hampering latency-sensitive flows. WebRTC Data-Channel seems promising for games since it can be used for sending arbitrary application data and it can avoid HOL blocking. None of the network protocols, however, provide completely satisfactory support for the transport needs of multiplayer games: WebRTC is not designed for client-server connections, QUIC is not designed for traffic patterns typical for multiplayer games and WebSocket would require parallel connections to mitigate the effects of HOL blocking

    Final report on the evaluation of RRM/CRRM algorithms

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    Deliverable public del projecte EVERESTThis deliverable provides a definition and a complete evaluation of the RRM/CRRM algorithms selected in D11 and D15, and evolved and refined on an iterative process. The evaluation will be carried out by means of simulations using the simulators provided at D07, and D14.Preprin
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