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

研究成果: Conference contribution同行評審

104 引文 斯高帕斯(Scopus)

摘要

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.

原文English
主出版物標題MM'11 - Proceedings of the 2011 ACM Multimedia Conference and Co-Located Workshops
頁面1269-1272
頁數4
DOIs
出版狀態Published - 29 十二月 2011
事件19th ACM International Conference on Multimedia ACM Multimedia 2011, MM'11 - Scottsdale, AZ, United States
持續時間: 28 十一月 20111 十二月 2011

出版系列

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

Conference

Conference19th ACM International Conference on Multimedia ACM Multimedia 2011, MM'11
國家United States
城市Scottsdale, AZ
期間28/11/111/12/11

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