Abstract

This letter compares different policies for multiplexing the traffic of online games. In order to achieve bandwidth savings and to alleviate the high packet rate, headers are compressed and a number of native packets are included into a bigger one, using PPPMux and an L2TP tunnel. Small and controlled delays and jitter are added due to retention at the queue of the multiplexer. The policies are compared using real traffic traces of a popular game, and the results show that the savings are significant, while the impairments are not severe.

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