Current Progress
- Identified prior relevant research to review and include in project
- K. Raaen, R. Eg and C. Griwodz, "Can Gamers Detect Cloud Delay?", in NetGames '14, Nagoya, Japan, 2014, p. 3.
- C. Lee, "The revolution of StarCraft network traffic", in NetGames '12, 2012.
- P. Emmerich, D. Raumer, F. Wohlfart and G. Carle, "A Study of Network Stack Latency for Game Servers", in NetGames '14, Nagoya, Japan, 2014, p. 6.
- "Intel DPDK: Data Plane Development Kit," http://dpdk.org/, Intel Corporation, last visited 2017-03-02. Available: http://dpdk.org
- Y. Bernier, "Latency compensating methods in client/server in-game protocl design and optimization," Game Developers Conference, vol. 98033, no. 425, Mar. 2001
- M. Zaimont, "Skullgirls, GGPO.... and You," http://skullgirls.com, 2011. [Online]. Available: http://skullgirls.com/2011/09/skullgirls-ggpo-and-you/
- Identified middleware to conduct analyses on:
- GGPO
- Packet captures completed for both Skullgirls and Street Fighter V
While GGPO's main site has been offline for a month, the repository linked above for GGPO should suffice for analysis.