TELE 9752
Network Operations and Control
Project 1 Part 1
Task 1: Describing the QoS and QoE metrics being chosen and included in your MIB.
In our project, the QoS and QoE metrics being chosen are latency, jitter, low
throughput or packet loss. In the Online Gaming context, users’ experience with the service can be harmed due to latency, jitter, low throughput or packet loss [1].
Latency:
Previous studies [2] have indicated that latency levels must stay below a theoretical threshold to avoid impacting user experience adversely. This latency leads to delayed packet arrivals, which can affect the delivery of user actions to servers or the transmission of video frames to thin clients. Experiments have demonstrated that a delay of 100 ms is the maximum tolerable limit for a gaming session.
Jitter:
A survey [3] shows that jitter is also a factor which influence the experience of users. In this survey, Anastasiia’s team analyzed users’ responses regarding the influence of the network quality on their enjoyment, frustration, difficulty to coordinate joint
activities, game completion time and wish to continue the game. The result shows that when the delay was 100 ms, players experienced very low influence of the network
quality by any of the jitter values. However, when the delay was 200 ms, players’
willing of playing were obviously influenced by jitter. While the discrepancy between players (caused by different access technologies) remains relatively small with low
jitter level, it grows significantly when jitter reaches 50 ms.
Besides a negative impact on the performance, it also results in an unbalanced experience between players.
Packet Loss Rate:
A study [4] has proved that packet loss rate could influence players’ experiment of playing game. The study found that different games react differently to packet loss, with slow-paced games like FIFA 20 being more adversely affected compared to
faster-paced games like Battlefield V. This is due to the different demands of game content and the ability of fast-paced games to mask quality degradation in rapidly changing scenes.
Based on the finding, service providers are encouraged to consider the specific
requirements of different types of games when setting network parameters to ensure optimal service quality. Adjusting network settings to better accommodate the specific needs of game types can significantly enhance user experience.
Throughput:
About Throughput session, it is a significant factor that not only influence gaming but also all kinds of internet actions. It is hard to find how throughput impact quality of experience exactly in one study, but we could find how it impact whole internet working by lots of studies.
Due to online games have different demand of transmit, different throughput has different impact on games. When throughput lower than a threshold, it may cause some jam and delay which would decline experience of users.
Based on the findings, it is not hard to say that throughput is also a huge factor influencing the experience of players.