TY - GEN
T1 - GamingAnywhere
T2 - 4th ACM Multimedia Systems Conference, MMSys 2013
AU - Huang, Chun-Ying
AU - Hsu, Cheng Hsin
AU - Chang, Yu Chun
AU - Chen, Kuan Ta
PY - 2013
Y1 - 2013
N2 - Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads. The proposed GamingAnywhere can be employed for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
AB - Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads. The proposed GamingAnywhere can be employed for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
KW - cloud games
KW - live video streaming
KW - performance evaluation
KW - real-time encoding
KW - remote rendering
UR - http://www.scopus.com/inward/record.url?scp=84877949001&partnerID=8YFLogxK
U2 - 10.1145/2483977.2483981
DO - 10.1145/2483977.2483981
M3 - Conference contribution
AN - SCOPUS:84877949001
SN - 9781450318945
T3 - Proceedings of the 4th ACM Multimedia Systems Conference, MMSys 2013
SP - 36
EP - 47
BT - Proceedings of the 4th ACM Multimedia Systems Conference, MMSys 2013
Y2 - 28 February 2013 through 1 March 2013
ER -