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Implementation of a Peer-to-Peer Multiplayer Game with ... - DVS

Implementation of a Peer-to-Peer Multiplayer Game with ... - DVS

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Table 5.4: Computation time and memory requirements <strong>of</strong> a 32-player peer-<strong>to</strong>-peer game simulation <strong>with</strong>player clustering# Clusters Players/cluster Runtime 30s (s) Memory (MB)1 32 225 5582 16 133 5104 8 99 4788 4 57 457Figure 5.10: Screenshot <strong>of</strong> a simulation run <strong>with</strong> a high player density (spaceship textures disabled)small space. As each player can see all others, everyone needs <strong>to</strong> process information about everyoneelse, resulting in the quadratic consumption. This is the same effect that also appears in the trafficmeasurements. And like there, it has <strong>to</strong> be mentioned that the growth will be much lower if the averagenumber <strong>of</strong> nodes in the vision range stays constant. Similarly <strong>to</strong> the peer traffic, the simulation time isreduced if the players are separated in<strong>to</strong> multiple clusters. Table 5.4 shows the significant impact <strong>of</strong> theplayer distribution on the simulation.The simulation measurement are made <strong>with</strong> transport encryption turned on, thus all data sent over thesimulated network is AES-encrypted and each connection attempt requires complex public key encryptionoperations. Encryption in the simula<strong>to</strong>r is obviously superfluous. A later version <strong>of</strong> CUSP allows <strong>to</strong>easily turn <strong>of</strong>f encryption through the API, resulting in a speedup <strong>of</strong> the simulation. Also, the simula<strong>to</strong>rtested here is a 64 bit build which did not yet have an optimized cryp<strong>to</strong>graphic suite. The now availableoptimized version is much faster. Still, all these optimizations will not change the trends shown in themeasurements above.80 5.2 Performance Measurements

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