An Empirical Evaluation of TCP Performance in Online Games
Kuan-Ta Chen, Chun-Ying Huang, Polly Huang, and Chin-Laung Lei
ABSTRACT
A fundamental design question to ask in the development
of a network game is—Which transport protocol should be
used—TCP, UDP, or some other protocols? Seeking an objective
answer to the choice of communication protocol for
MMORPGs, we assess whether TCP, a popular choice, is
suitable for MMORPGs based on empirical evidence. To
the best of our knowledge, this work is the first evaluation of
transport protocol performance using real-life game traces.
We analyze a 1, 356-million-packet trace from ShenZhou
Online, a TCP-based, commercial, mid-sized MMORPG.
Our analysis indicates that TCP is unwieldy and inappropriate
for MMORPGs. This is due to four distinctive characteristics
of MMORPG traffic: 1) tiny packets, 2) low packet
rate, 3) application-limited traffic generation, and 4) bidirectional
traffic. We show that because TCP was originally
designed for unidirectional and network-limited bulk
data transfers, it cannot adapt well to MMORPG traffic. In
particular, the window-based congestion control and the fast
retransmit algorithm for loss recovery are ineffective. Furthermore,
TCP is overkill, as not every game packet needs
to be transmitted in a reliably and orderly manner. We also
show that the degraded network performance did impact
users’ willingness to continue a game. Finally, we discuss
guidelines in designing transport protocols for online games.
Citation: Chen, K., Huang, C., Huang, P., and Lei, C. (2006). An empirical evaluation of TCP performance in online games. Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology - ACE '06. doi:10.1145/1178823.1178830