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A Non-Elevated Scheduling Solution for First Person Shooter Games in IEEE 802.11 Networks [Conference Paper] / Brian Carrig, David Denieffe and John Murphy.

By: Contributor(s): Material type: TextTextPublication details: [s.l.] : IEEE, 2007. Subject(s): Online resources:
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Published in: Global Telecommunications Conference, 2007. GLOBECOM '07. IEEE Global Telecommunications Conference, Washington, D.C., November 26th-30th, 2007, pp. 5277-5282. ISBN: 1-4244-1042-8.

ABSTRACT: First Person Shooter (FPS) games are a popular online gaming genre played predominately over wired networks. FPS games have stringent delay requirements. However, the explosive growth in wireless LAN (WLAN) deployment has seen an increase in the use of such networks for gaming purposes. The varied performance of the IEEE 802.11 standard has tended to make WLANs unsuitable for FPS games. The IEEE 802.11e enhancement introduces Quality of Service (QoS) mechanisms including Enhanced Distributed Channel Access (EDCA) allowing prioritization of competing flows. Using the NS-2 simulator, we evaluate the capability of 802.11 WLANs to support Quake IV games traffic in the presence of web traffic. We compare the results achieved using EDCA with those achieved by a non-elevated differentiated services scheduler known as Best Effort with Loss Trade-off (BELT). We find that the BELT scheduler compares favorably with EDCA in this context.

Co-Authored by IT Carlow / Carlow RTC staff members.

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