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The convergence of games and online social platforms is an exploding phenomena. The continued success of social games hinges critically on the ability to deliver smooth and highly-interactive experiences to end-users. However, it is extremely challenging to satisfy the stringent performance requirements of online social games. Motivated by an Xbox Live online social gaming application, the authors address the problem of concurrent messaging, where the maximum latency of game messages has to be tightly bounded. Learning from a large-scale measurement experiment, they conclude that the generic transport protocol TCP, currently being used in the game, cannot ensure concurrent messaging.
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