Wireless Gaming And GPRS - QAPete - 3-26-00


 

Introduction
Take a look at the jumble of wires behind your computer. Go on, do it now. In all likelihood, it's similar to mine - wires everywhere and, perhaps, some effort to gather them together in some semblance of order. Now, think into the future. A future that sees you sitting outside on a sunny day with your gigabyte laptop and super-contrast screen, scoring yourself a head shot on some poor sap in CTF-Face. Or, perhaps, you and your friends are all sitting around your living room with those monster laptops - no wires - and you're enjoying an almost-too-cool LAN game.

While it's certainly possible to do some of this now (for instance, the wireless LAN game), without GPRS, the additional bandwidth of, and optimizing of games for, GPRS makes this all a very exciting development!

Aaron So, Wireless Application Specialist, Interactive Entertainment for Ericsson GAA, is here to tell you the future is nearly here! I had an opportunity to question Aaron about General Packet Radio Service (GPRS), and the work Ericsson GAA has done with UT to demonstrate the future to us now:

PlanetUnreal: For people who aren't familiar with it, what is GPRS (General Packet Radio Service)? Is it a technology in and of itself, or an initiative that will/does support and depend on other technologies?

Aaron So: GPRS is packet switching technology over current GSM networks. GSM is a digital cellular system with over 250,000,000 subscribers in over 140 countries. Mobile operators can quickly and inexpensively complete GSM upgrades to GPRS because the addition is mainly software. It is a major step forward in satisfying the need of the mobile data market for more efficient and faster data transmissions. Also, it supports the principle Internet communications protocols, IP and X.25. This means that the user will no longer need to dial up a separate ISP to get access to the Internet.

PU: What are the major advantages of using GPRS?

AS: First, as mentioned earlier, GSM, and soon GPRS, is deployed on a global basis with widespread coverage throughout Europe, Asia, North America, and Africa. Plus, GPRS technology is "always on-line and always connected" meaning that there are no special dial-ups required. GPRS users can remain on-line without continuously occupying a specific radio channel since a channel is allocated only when a data packet is to be sent or received. This means users will not have to log on each time they want to check their e-mail or use other services. Consequently, operators may encourage GPRS users to remain connected by charging them for data volume instead of connection time. GPRS will enable increase data transmission speeds from the current 9.6 kbps to over 50 kbps. Additionally, GPRS is just one step on the migration to EDGE and 3G, where speeds will approach 384 kbps and 1.5 mbps. GPRS is also a global standard and has the support of all telecom vendors, which means that your interoperability concerns are greatly reduced.

PU: With the clean, fast connection speed needs of online gaming, how can GPRS serve as a viable alternative to wired access? We all know how easy it is to get disconnected during a cell phone call, or get garbled results.

AS: First and foremost, GPRS is not going to be as good a connection as the current wired access. But it provides far better bandwidth and features for data traffic than the current circuit switched wireless technology. You can expect bandwidth that is comparable to a 56k modem connection. But the stability of the connection would not be as good as wired access, you will have varying bandwidth, latency, and even disconnection at times. That's why we feel that games that are currently design for the fixed network need to be optimized before they can run well in wireless. But the most exciting things are going to happen when games start to take advantage of the possibilities that wireless is offering. And with technologies that are going to be widely used very soon, like GPS and Bluetooth, games are never going to be the same. Let's just say that the line between work and play will soon become blurry.

PU: Why did you pick Unreal Tournament as your default game to demonstrate the usefulness of GPRS?

AS: We first started testing it even before the launch of the full game. It's one of the games that I played heavily at that time, and so I decided to try it out in the lab to see how it performs under our GPRS simulator. The result was surprisingly good, and it actually performed way better than a lot of other applications that we have tested. By looking at the data traffic on our simulator, it shows some very efficient and elegant use of the available bandwidth. From that day on, I always have a deathmatch with one of my colleages whenever people come into our lab for demo. Most of them are really impressed by it. We tried many other games on the simulator after that, but to this date, UT is still one of the best performers. It's one of the few games that work reasonabily well under wireless right out of the box.(heck, even before release) And it's still one of the most impressive demo to date.

PU: Are the technologies in place now to support wireless online gaming? If not, can you peer into your crystal ball a bit and give us an idea?

AS: If you are talking about serious gaming as we know it, no. But if you are talking about simple B&W games that you can play on a cell phone, then you can already find lots of those in Japan. Currently, most wireless technology (esp. in the U.S.) have a limited bandwidth of 9.6kbps. GPRS will give you a highest limit of 115kbps (in theory), realistically you can expect a bandwidth of 20-50kbps. When we get to 3G (third generation of wireless technology, currently we are at 2G, and GPRS is 2.5G) you can expect bandwidth to go up to 2Mbps. GPRS is going to be commercially available in Q4 2000. And right now, more and more gaming companies are including wireless strategies for the future. Sony's Playstation 2 is talking about wireless connection, and Nintendo's Game Boy Advance will make heavy use of wireless technologies. We expect a lot of games that are coming out next year to be "wireless friendly".

PU: I noticed, in the information you sent me, some info on a GPRS PC card. Are these available now? If not, are PC card manufacturers working on this technology?

AS: Our demo did not use a GPRS PC card, and those are not available right now. Ericsson is currently working on a GPRS PC card. We expect similar products to be available from other telecom companies as well. We used a real time GPRS simulator that we called GATE to perform the demo. GATE stands for GPRS Application Test Environment, it's a tool that we used to test applications for wireless. The good thing about such a tool is that we can change the parameters and conditions of the network on the fly, to see how applications(or games in this case) will perform under different wireless network conditions. It's also a very good tool to stress specific aspects of an application and pinpoint some of the potential problems that the applications might encounter under wireless.

PU: Tell us a bit about the test bed you set up to run UT over GPRS.

AS: The system consist of three laptops.(fast laptops but without 3D cards of course) Two of them, the client and the server, run Windows 98. The third one sits between those two and runs GATE, the GPRS simulator under Redhat Linux 5.2. Please refer to the network diagram. The client uses a wireless LAN connection to GATE(to simulate the GPRS network, with 2 timeslot upload, 4 timeslot download, 30 background data users, and normal radio signal strength, each timeslot = approx 14.4kbps. For GPRS, the absolute max bandwidth in theory is 115kbps, but realistically, we usually can get 20-50kbps.) You can see the settings and the actual traffic on the simulator with the provided screenshot. Then we started a non-dedicated game on the server with player GAA_DUDE and 2 bots, 16bit color 640x480 software rendering mode, all detail settings to high, and with max 8 player call "GPRS UT Demo Server".(the low-res and color is limited only because of the non 3D card on the laptops) Then Mobile station(client) join the game from the menu "find LAN game" with the player GAA_GUY as you can see from the screenshot.

PU: Describe the results you obtained from the GPRS/UT tests.

AS: From the provided screenshots, you can see the netstat page after a player got killed. The ping time usually goes from 250ms to 600ms with the settings that I mentioned.(Which is still playable even at 600ms) UT's tolarance on non-stable connection is pretty good as well, we usually can throw in small groups of short disconnections(1-2 secs) and the game will carry on without timeout. Lost of connection for 10 secs or more will usually result in timeout.(as expected) We expect modifications to the networking code that specifically attack the problems with wireless will make UT works even better under these conditions. In short, it's very impressive. That's why we are showing it to everyone everywhere. It works better than a lot of apps that we have been tested.(both games and business apps) Great work guys!!

PU: What did you learn from the GPRS/UT tests?

AS: That UT has a very robust network engine. It performed very well, actually way better than what we originally expected. As a comparison, we tested one of the best FPS games from two generations ago side by side with the same conditions on the simulator. That game failed completely under the same wireless conditions after just a few minutes,(the game crashed, and even during the first few working minutes, the performance was really choppy) while we can play UT for hours without getting any problems. It showed us how much improvement has been made to network codes in games. And we expect future games to perform even better with further advancement in software programming, especially now developers can learn about wireless and pinpoint the limitations that they will encounter in such conditions. The test is a "proof of concept", to make a point that some current generation online games are already quite playable right out of the box under the upcoming wireless network. So with further optimization, we expect a lot of them to be "wireless friendly" very soon. We also expect a lot of future games to be designed with wireless in mind, or even designed just for wireless.

PU: What's next for the GPRS Application Alliance (GAA), which I notice features IBM, Lotus, Oracle, Palm, Symbain, AOL and Microsoft?

AS: Those companies that you mentioned above are current affiliates that we have in the Ericsson GAA, there are also around 250 members in GAA that are contributors in advancing the "Wireless Internet". We expect similar partnerships to be formed in the gaming industry, but with much greater growth than all other segments. We are currently talking to some of the best companies in the industry, and most of them are very interested to contribute in this area. You can expect us to become a lot more active and visible in the future.

Many thanks to Aaron and Ericsson GAA for the time, information and screenshots. You'll be hearing more about mobile/wireless internet gaming news here on PlanetUnreal.

GPRS Applications Alliance (GAA) is an Ericsson initiative dedicated to the advancements of the Mobile Internet Market. The GAA is committed to support you, as part of the Mobile Internet Market, in the building of knowledge of the busines opportunities ofered by GPRS technoligies. Under the auspices of GAA, Ericsson is providing the GPRS applications industry easy access to a wide range of services, for example, testing applications, access to the market and training, among others.

The vision of the GAA is to enhance the quality of your private and business life, anytime and anywhere, through the Mobile Internet.

For more information about GPRS, GAA and to become a member of the GPRS Applications Alliance (GAA), please visit GPRSWorld on the web.

 

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