REED: Optimising First Person Shooter Game Server Discovery using Network Coordinates

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Executive Summary

Online First Person Shooter (FPS) games typically use a client-server communication model, with thousands of enthusiast-hosted game servers active at any time. Traditional FPS server discovery may take minutes, as clients create thousands of short-lived packet flows while probing all available servers to find a selection of game servers with tolerable Round Trip Time (RTT). REED reduces a client's probing time and network traffic to 1% of traditional server discovery. REED game servers participate in a centralised, incremental calculation of their network coordinates, and clients use these coordinates to expedite the discovery of servers with low RTTs.

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