a distributed proxy system for provisioning immersive audio communication to massively multi-player games
This paper evaluates the suitability of a distributed proxy architecture for the provision of an immersive audio communication service for massively multi-player online games. The immersive audio communication service enables each avatar to hear a realistic audio mix of conversations in its hearing range. The proxy architecture is presented to address some limitations of previously proposed architectures, namely peer-to-peer and central server. We have developed a simulation model to evaluate the performance these delivery architectures in different game delivery scenarios. In particular, the bandwidth efficiency of network multicast for the proxy architecture in different avatar grouping behaviours and player distribution scenarios is studied. In addition, we investigate the impact of varying the number of proxy servers on the game communication delays.
provisioning immersive audio massively multi-player games simulation multicast