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Network Gaming

Network Gaming Gabe Westmont Dan Eklof Michael Hare Computer Market How has network gaming affected the computer market? CPU technology has evolved with games in mind (MMX, 3Dnow!). Pre-Pentium era versus Post-Pentium era in regards to gaming. Quake! (1996) Video Card Market

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Network Gaming

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  1. Network Gaming Gabe Westmont Dan Eklof Michael Hare

  2. Computer Market • How has network gaming affected the computer market? • CPU technology has evolved with games in mind (MMX, 3Dnow!). • Pre-Pentium era versus Post-Pentium era in regards to gaming. • Quake! (1996)

  3. Video Card Market • ATI versus nVidia: Who’s winning? • The ATI Radeon 9700 Pro weighing in at $399. • The PNY nVidia GeForce4 Ti4600 weighing in at $279.

  4. Gaming Websites • GameSpot – www.gamespot.com • Blue’s News – www.bluesnews.com • GameSpy – www.gamespy.com • FilePlanet – www.fileplanet.com • 3D Gamers – www.3dgamers.com • E3 – www.e3expo.com

  5. Game Downloading • The possibilities of demos, screenshots, patches, and movies. • What is the average size of a demo or downloadable game? • Unfiltered web traffic makes for easy access to games.

  6. Gaming History • Early online games: • MUDs (multi-user dungeons) • interactive worlds for people to adventure in online • dungeons and dragons type game • First successful online game. • DOOM (1996? by ID) • Caused a craze for online games of all genres. • first person shooter, strategy, rpg, etc... • Today every age and type of individual plays games online?

  7. Gaming Culture • Why do people like online games? • The community and culture surrounding the games. • Co-operative game play creates communities (clans) and friendships. • www.thecpl.com (cyberathlete professional league) • www.caleague.com (cyberathlete amateur league) • www.worldogl.com (Online gaming league) • www.lanparty.com

  8. Gaming Stats • Video game sales in 2003 expected to reach $18.5 billion up 10% • Source: ScreenDigest and (ELSPA) • 32 million new video game consoles will be sold in 2003 • Entertainment market • 2000: 165$ Billion (wired 92% / wireless 8%) • 2005: 236$ Billion (wired 68% / wireless 32%) • Source: Motorola

  9. Peer-to-peer (P2P) • What is p2p? • A decentralized computing environment where computers talk to each other directly. • 3 types of p2p • Collaborative computing • Instant messaging • Affinity communities

  10. Peer-to-peer Stats • What is the current p2p network status? • What about buisness users? • users in 2001 61,140 • expected to reach 6.2 by 2007 • Frost & Sullivan • P2P Popularity (age 13-17) • 23% trade music via a file-sharing application • 26% watch music videos online • 29% watch video or movie clips online • 42% download music online • 23% use instant messaging • Jupiter Research

  11. Graphs and Data Traffic accounts for ~2-3% of WiscNet total traffic

  12. Graphs and Data Traffic from a typical Xbox game

  13. Bandwidth Control • GENIUS Project (Game ENvironments Internet Utilization Study) – caia.swin.edu.au/genius/index.html • Packeteer – www.packeteer.com • Linux Advanced Routing & Traffic Control HOWTO – lartc.org/howto • Bandwidth Manager – www.imcnetworks.com/products/bwmanager.asp

  14. Questions

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