As part of a broader organisational restructure, data networking research at Swinburne University of Technology has moved from the Centre for Advanced Internet Architecture (CAIA) to the Internet For Things (I4T) Research Lab.

Although CAIA no longer exists, this website reflects CAIA's activities and outputs between March 2002 and February 2017, and is being maintained as a service to the broader data networking research community.


This page is part of the GENIUS project.

Quake 3 Aggregate Traffic PPS/Data Rate Relationships

From the Average Data/Packet Per Second Rates graphs (Figures 27 and 28), some formulae for relationships to express the average aggregate packet per second and data rates given the number of players participating in a game were deduced.

A linear model was used to do so. That is:

PPS = L + K(Number of Players)

where L is some base rate and K is an approximate scaling factor.

Packets Per Second

Packets Per Second
Server to Client
Client to Server
PPSSC = 20N
PPSCS = 57N - 21

where N = number of clients

Figure 55. Aggregate Packet Per Second Rate (Server to Client) with linear relationship shown

Figure 56. Aggregate Packet Per Second Rate (Client to Server) with linear relationship shown

Data Rate

Data Rate
Server to Client
Client to Server
RATESC = 20N - 10
RATECS = 30N -15

where N = number of clients

Figure 57. Aggregate Data Rate (Server to Client) with linear relationship shown

Figure 58. Aggregate Data Rate (Client to Server) with linear relationship shown



 

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