Online video games and the subjective quality of player inter- actions with them rely on good network conditions. Almost equally important is a good and timely knowledge of such conditions in order to take proper countermeasures to worsening conditions. To this end, many online video games include components for estimating the current network status. In this paper, we examine the accuracy of those estimations for the popular competitive multiplayer game DOTA 2. Our results show that the game client is capable of performing a good estimation of the delay and packet loss, but only after a rather large initial delay.
%0 Conference Paper
%1 info3-inproceedings-2016-13
%A Hirth, Matthias
%A Allendorf, Fabian
%A Metzger, Florian
%A Schwartz, Christian
%B Workshop on Perceptual Quality of Systems (PQS)
%C Berlin, Germany
%D 2016
%K myown qoedz
%T Assessing the Accuracy of Network Estimations in the DOTA 2 Game Client
%X Online video games and the subjective quality of player inter- actions with them rely on good network conditions. Almost equally important is a good and timely knowledge of such conditions in order to take proper countermeasures to worsening conditions. To this end, many online video games include components for estimating the current network status. In this paper, we examine the accuracy of those estimations for the popular competitive multiplayer game DOTA 2. Our results show that the game client is capable of performing a good estimation of the delay and packet loss, but only after a rather large initial delay.
@inproceedings{info3-inproceedings-2016-13,
abstract = {Online video games and the subjective quality of player inter- actions with them rely on good network conditions. Almost equally important is a good and timely knowledge of such conditions in order to take proper countermeasures to worsening conditions. To this end, many online video games include components for estimating the current network status. In this paper, we examine the accuracy of those estimations for the popular competitive multiplayer game DOTA 2. Our results show that the game client is capable of performing a good estimation of the delay and packet loss, but only after a rather large initial delay.},
added-at = {2016-06-10T00:55:58.000+0200},
address = {Berlin, Germany},
author = {Hirth, Matthias and Allendorf, Fabian and Metzger, Florian and Schwartz, Christian},
biburl = {https://www.bibsonomy.org/bibtex/2f7ecd52b0be24afe7d666a2064604bed/uniwue_info3},
booktitle = {Workshop on Perceptual Quality of Systems (PQS)},
interhash = {a7f25161969330c83012a913d494c722},
intrahash = {f7ecd52b0be24afe7d666a2064604bed},
keywords = {myown qoedz},
month = {8},
timestamp = {2022-03-14T00:13:55.000+0100},
title = {Assessing the Accuracy of Network Estimations in the DOTA 2 Game Client},
year = 2016
}