From: broehl@sunee.uwaterloo.ca (Bernie Roehl)
Subject: Re: SCI: Networked VR Models
Date: Tue, 25 May 1993 14:17:11 GMT
Organization: University of Waterloo



In article <1tk548INNrsk@news.u.washington.edu> Jesse Schell
<jscn+@andrew.cmu.edu> writes:

>[...in reference to performance metrics for networked vr systems...]
>Here is the list at present:

>--frame rate

This is independent of the network, and depends more on the
capabilities of your graphics hardware.

>--lag (the time from moving a sensor to someone else seeing you move)

This is the sum of the sensor lag and the delays imposed by the
network; since different network nodes may use different tracking
systems, what you really mean here is the network lag.

>--lock lag (the time from trying to get a "lock" until you actually have
>it... These "locks" are needed to keep more than one person from picking
>up an object simultaneously, etc.)

Similar comments apply.

>The above we consider to be derived parameters. They result from the
>number of users, packet size, network configuration, objects in the
>world, polygons/sec, cpu speed, network bandwidth, etc, etc, etc.

If what you're trying to do is evaluate different network topologies,
protocols, and so on then you probably want to eliminate most of the
factors you just listed (polys/second, cpu speed, number of objects in
the world).

One factor that is hard to quantify but which has enormous impact on
perceived performance is the "burstiness" or variability of lag that
you find on large, heavily-loaded networks like the Internet.

-- 
	Bernie Roehl
        University of Waterloo Dept of Electrical and Computer Engineering
	Mail: broehl@sunee.UWaterloo.ca
	Voice:  (519) 885-1211 x 2607 [work]
