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Real-time multiplayer games are a popular application of networks and as IEEE 802.11 wireless networks are widely used, games are expected to be widely played on wireless networks. However, 802.11 networks with the normal MAC (DCF) may present some challenges when supporting real-time games traffic. In this work, the authors present a theoretical model which can predict the performance and capacity of 802.11 WLAN for Quake 4, a real-time FPS game.
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