April 10, 2013

Scalability and consistency in Server Based Network Gaming


While I was doing the MSc in Newcastle, we needed to create an academic paper for the Game Networking module. So, now I am doing it public so other people, and specially researchers, can see that I have strong academic background and I am able to write papers. Of course, I am open to comments and always learning new ways to do it better ;)

This paper describes the capabilities of a Server based communication between two or many PS3 consoles as a way to efficiently transfer data using the TCP/IP protocols with the hardware embedded (Ethernet Cable and Wireless 802.11G). Also, it coves the common problems arising with the inclusion of more systems in the same network in order to keep communication consistency as well as some performance efficacy under different scenarios where low and high data transfer is required in between systems, whilst just one active server socket is kept open. When low demand applications are running and as highly bandwidth consuming case both are presented, in order to estimate how many consoles could be brought into the same network without a hit on game accomplishment.

Playstation 3 (PS3) systems are computer machines designed by Sony Computer Entertainment to serve as a video game console as well as a multimedia center, capable of displaying various media content from standard to full definition (video, images), as well as stay connected to a network using the standard stack protocols TCP/IP, resulting in a continuously communicated device not only in a local scope, also internet is considered as a content provider (PlayStation Network, HTML Browser or DLNA servers, among others).
¿¿More?? Find the full report here: http://es.scribd.com/doc/135278843/Scalability-and-Consistency-in-Peer-To-Peer-Based-Network-Gaming

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