JApan Network Operators' Group
JANOG43は株式会社デジタルアライアンスのホストにより開催します。

Current domestic / overseas network environments in online games that realize IPv4 / IPv6 dual stack real-time P2P communication and a method of constructing a verification environment for it

Abstract

"Introduction of coexistence technology and IPv6 adoption by IPv4 depletion,"
"Development and growth of mobile broadband" 
The environment surrounding game clients has greatly changed in recent years.
While it is a positive reality that P2P communication with IPv4 / IPv6 dual stack 
and communication expecting RTT of about 40 to 60 msec even on 4G / LTE line becomes possible, 
unexpected delays everywhere and encounter low connectivity, many negative reality is there.

 I have been thinking about discussing these circumstances with the people who operate the Internet, 
but there are few generalized reports on internet survey and statistical information, 
and there are very few dedicated to the game play environment, There was no way I could do it.


In this program, I will share the actual situation using statistical information on connectivity and delay trend in game clients, we have obtained from log analysis of IPv4 / IPv6 dual stack P2P communication.

Also explain the WAN emulator that we developed independently and in-house deployed / OSS-published, 
to deal with various connectivity and delay environments with demonstrating network debugging using demo machines.

Furthermore, based on the above, we'd like to discuss the change of the network environment in the future and the metrics collection necessary to think about the parameters to emulate to verify.
 

Presenter

Motohiko Sato (Konami Digital Entertainment Co., Ltd.)

Reference Materials

to be provided