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Introduction
Assertion: Online interactive games will drive tight IP QoS requirements in consumer space
- VoIP/IPTelephony: Solution looking for a market problem
- Streaming media: B/W, playout buffers, loose QoS
- Interactive Games: People spend $$ on entertainment, and modern multiplayer games depend on IP connectivity
As network architects, what do we really know about online game traffic and usage patterns?
- Consumer sensitivity to latency
- Architectural complication of NAT boxes
- Traffic characteristics (packet sizes, interarrival times, ....)