Impact of Online Games and M2M Applications Traffic on Performance of HSPA Radio Access Networks

D. Drajić, S. Krco, I. Tomic, M. Popović, N. Zeljkovic, N. Nikaein, P. Svoboda
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引用次数: 12

Abstract

In this paper we presented results of the performance evaluation of the WCDMA/HSPA radio access network when loaded with multiplayer real-time games and M2M applications traffic. Evaluation was done in a live network, on one Node B. Traffic, characteristic for the emerging Machine Type Communication and online multiplayer games, was generated by an application running on 10 mobile phones in parallel, all connected to the Node B under test. The focus of the work was on the RTT (Round Trip Time) and radio cell statistics. The main goal of the cell statistics analysis was to evaluate potential impact of the additional traffic on the performance of 3G/HSPA radio access network. It is concluded that system is designed more for continuous traffic patterns with high data rate in general, than for sporadic traffic patterns with very low data rate, like that of M2M or online gaming nodes. Therefore, the cost of signaling and control activity is dominant in comparison to the data rate.
在线游戏和M2M应用流量对HSPA无线接入网性能的影响
本文给出了WCDMA/HSPA无线接入网在加载多人实时游戏和M2M应用流量时的性能评估结果。评估是在一个节点B上的实时网络中进行的。流量是新兴的机器类型通信和在线多人游戏的特征,由一个应用程序在10部手机上并行运行,所有手机都连接到待测节点B上。工作的重点是RTT(往返时间)和无线小区统计。小区统计分析的主要目的是评估额外流量对3G/HSPA无线接入网性能的潜在影响。结果表明,系统更适合于一般情况下高数据速率的连续流量模式,而不是像M2M或在线游戏节点这样的低数据速率的零星流量模式。因此,与数据速率相比,信令和控制活动的成本占主导地位。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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