Measuring the latency of cloud gaming systems

Kuan Ta Chen*, Yu Chun Chang, Po Han Tseng, Chun-Ying Huang, Chin Laung Lei

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

100 Scopus citations

Abstract

Cloud gaming, i.e., real-time game playing via thin clients, relieves players from the need to constantly upgrade their computers and deal with compatibility issues when playing games. As a result, cloud gaming is generating a great deal of interest among entrepreneurs and the public. However, given the large design space, it is not yet known which platforms deliver the best quality of service and which design elements constitute a good cloud gaming system. This study is motivated by the question: How good is the real-timeliness of current cloud gaming systems? To address the question, we analyze the response latency of two cloud gaming platforms, namely, On Live and Stream My Game. Our results show that the streaming latency of OnLive is reasonable for real-time cloud gaming, while that of Stream My Game is almost twice the former when the Stream My Game server is provisioned using an Intel Core i7-920 PC. We believe that our measurement approach can be generally applied to PC-based cloud gaming platforms, and that it will further the understanding of such systems and lead to improvements.

Original languageEnglish
Title of host publicationMM'11 - Proceedings of the 2011 ACM Multimedia Conference and Co-Located Workshops
Pages1269-1272
Number of pages4
DOIs
StatePublished - 29 Dec 2011
Event19th ACM International Conference on Multimedia ACM Multimedia 2011, MM'11 - Scottsdale, AZ, United States
Duration: 28 Nov 20111 Dec 2011

Publication series

NameMM'11 - Proceedings of the 2011 ACM Multimedia Conference and Co-Located Workshops

Conference

Conference19th ACM International Conference on Multimedia ACM Multimedia 2011, MM'11
CountryUnited States
CityScottsdale, AZ
Period28/11/111/12/11

Keywords

  • Measurement
  • Performance

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  • Cite this

    Chen, K. T., Chang, Y. C., Tseng, P. H., Huang, C-Y., & Lei, C. L. (2011). Measuring the latency of cloud gaming systems. In MM'11 - Proceedings of the 2011 ACM Multimedia Conference and Co-Located Workshops (pp. 1269-1272). (MM'11 - Proceedings of the 2011 ACM Multimedia Conference and Co-Located Workshops). https://doi.org/10.1145/2072298.2071991