  This paper compares two policies which can be used for multiplexing the
traffic of a number of players of a First Person Shooter game. A network
scenario in which a number of players share an access network has been
simulated, in order to compare the policies in terms of a subjective quality
estimator. The first policy, namely timeout, achieves higher bandwidth savings,
while the second one, period, introduces less delay and jitter. The results
show that the difference in terms of QoE is only significant when the number of
players is small. Thus, in order to make the correct decision, the concrete
network scenario and the characteristics of the router would have to be
considered in each case, taking into account the estimation of the subjective
quality that can be expected.
