• Home
  • Search
  • Supporting First Person Shooter Games in Wireless Local Area Networks
  • Cite Icon7
  • https://doi.org/10.1109/pimrc.2007.4394387Copy DOI Icon

Supporting First Person Shooter Games in Wireless Local Area Networks

  • Jan 1, 2007
  • Brian Carrig +2 more
Show More
  • Abstract
  • Literature Map
  • References
  • Citations
  • Similar Papers
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.

Similar Papers
  • Research Article
  • Citations2

From Brain Waves to Game Design: A Study on Analyzing and Manipulating Player Interest Levels

  • Sep 30, 2012
  • The Journal of the Society for Art and Science
  • Kenneth Chan +2
  • Conference Article
  • Citations11

Balancing multiplayer first-person shooter games using aiming assistance

  • Oct 01, 2014
  • Rodrigo Vicencio-Moreira +2
  • Conference Article
  • Citations3

Understanding player threat responses in FPS games

  • Sep 30, 2013
  • David Conroy +2
  • Conference Article
  • Citations12

Time-series Modelling of Server to Client IP Packet Length in First Person Shooter Games

  • Nov 01, 2007
  • A L Cricenti +2
  • Supplementary Content
  • Citations2

QoS in distributed wireless 802.11-based multi-hop networks

  • Apr 24, 2007
  • DepositOnce
  • Emma Carlson
  • Supplementary Content
  • Citations10

Measuring the auto-correlation of server to client traffic in first person shooter games

  • Jan 01, 2006
  • Swinburne Research Bank (Swinburne University of Technology)
  • Philip Branch +1
  • Conference Article
  • Citations3

A User-Controlled Priority Selection Strategy for Multiplayer Games

  • Jan 01, 2007
  • Brian Carrig +2
  • Conference Article
  • Citations28

Impact of 802.11e EDCA on mixed TCP-based applications

  • Jan 01, 2006
  • Marina Thottan +1
  • Research Article
  • Citations1

Saturation Performance Assessment of Differentiation Services Supported in IEEE 802.11e

  • Nov 01, 2011
  • Journal of Internet Technology
  • Bor‐Jiunn Hwang +2
  • Book Chapter
  • Citations4

Training Presence: the Importance of Virtual Reality Experience on the “Sense of Being There”

  • Jan 01, 2010
  • Gamito Pedro +7
  • Research Article

Performance Evaluation for Next Generation Differentiated Services in Wireless Local Area Networks

  • Jan 01, 2008
  • Journal of Information Science and Engineering
  • Yu Liang Kuo +2
  • Research Article

IEEE 802.11e EDCA 네트워크 혼잡 환경에서 RTS/CTS 프레임을 이용한 동일 우선순위 충돌 회피 알고리즘

  • May 31, 2014
  • The Journal of Korea Information and Communications Society
  • Yongho Kwon +1
  • Conference Article
  • Citations14

Enhancing WLAN backoff procedures for downlink MU-MIMO support

  • Apr 01, 2013
  • Chunhui Zhu +3
  • Research Article
  • Citations9

Comparison of modified dual queue and EDCA for VoIP over IEEE 802.11 WLAN

  • May 01, 2006
  • European Transactions on Telecommunications
  • Jeonggyun Yu +1
  • Book Chapter
  • Citations7

Saturation Throughput Analysis of IEEE 802.11e EDCA

  • Jan 01, 2007
  • Yutae Lee +2
Cactus Communications logo

Copyright 2026 Cactus Communications. All rights reserved.