Improving The Latency of an MSO Network for Gaming and Real Time Applications (2020)

By Colin Dearborn, Shaw Cablesystems G.P.

The gaming industry continues to grow, eclipsing the movie entertainment industry in revenues. In 2019, the digital video game market garnered $120.1 billion (Super Data, 2020), while the worldwide box office earned $42.5 billion (Comscore, 2020). In a 2018 survey, it was estimated that more than 23 million Canadians played video games (The Entertainment Software Association of Canada, 2018). This means more than 60% of Canadians could be considered gamers. Gamers are demanding higher speeds and lower latencies from their providers to achieve competitive and enjoyable multiplayer gaming experiences. These customers are choosing their service provider on either real - or perceived advantages that the network technologies offered by providers. Additionally, real time applications such as voice and video conferencing require low latency and jitter to perform with high reliability and quality. While it is impossible for any single service provider to control end to end latency of internet traffic beyond their own network, there are steps that can be taken to achieve the lowest possible latency. Multiple Service Operators (MSOs) are constantly developing and deploying the latest technologies and strategies to improve latency and jitter on their networks.

By clicking the "Download Paper" button, you are agreeing to our terms and conditions.

Similar Papers

Wireline And Wireless Latency Improvements With AQM For Superior Quality Of Experience
By Gateek Fating, Charter Communications
2023
Tracking Round Trip Time Latency in the MSO Network
By Michael Overcash, Alan Skinner, Owen Parsons, Daniel Sciscoe & Elizabeth Vitale, Cox Communications
2021
Considerations For A Real Time Broadband Delivered Interactive Gaming Service
By Charles H. Jablonski, OnLive Inc.
2010
Gaming Latency vs. Engagement and Potential Impacts of Lower-Latency DOCSIS & Wi-Fi
By Stephen Froehlich, Jacob Malone; CableLabs
2022
Cable and Mobile Convergence: A Vision from the Cable Communities Around the World
By Jennifer Andréoli-Fang, PhD, CableLabs; John T. Chapman, Ian Campbell, & Mark Grayson, Cisco; Ahmed Bencheikh, Praveen Srivastava & Vikas Sarawat, Charter Communications; Drew Davis & Paul Blaser, Cox Communications; Damian Poltz & Dave Morley, Shaw Communications; Eduardo Panciera, Telecom Argentina; Philippe Perron, Sylvain Archambault, Eric Menu, Géraldine Trouillard & David Lagacé, Videotron; Gavin Young & Bruno Cornaglia, Vodafone
2020
Blueprint for Mobile Xhaul over DOCSIS
By Jennifer Andreoli-Fang, PhD, CableLabs; John T. Chapman & Tong Liu, PhD, Cisco; Damian Poltz, Shaw Communications
2019
DOCSIS 1.1 – Where Gaming And Quality Of Service (QOS) Intersect
By Kenneth Gould, Time Warner Cable
2003
Shaw’s Technology Forward Future
By Clarke Stevens, Goutam Agarwal; Shaw Communications
2022
Winning the Gaming War: Play for Cable Operator
By Alon Bernstein, Rajiv Asati & Sangeeta Ramakrishnan, Cisco Systems
2019
Latency Measurement: What is Latency and How Do We Measure It?
By Karthik Sundaresan, Greg White & Steve Glennon, CableLabs
2020
More Results >>