TY - GEN
T1 - Measuring the latency of cloud gaming systems
AU - Chen, Kuan Ta
AU - Chang, Yu Chun
AU - Tseng, Po Han
AU - Huang, Chun-Ying
AU - Lei, Chin Laung
PY - 2011/12/29
Y1 - 2011/12/29
N2 - 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.
AB - 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.
KW - Measurement
KW - Performance
UR - http://www.scopus.com/inward/record.url?scp=84455169127&partnerID=8YFLogxK
U2 - 10.1145/2072298.2071991
DO - 10.1145/2072298.2071991
M3 - Conference contribution
AN - SCOPUS:84455169127
SN - 9781450306164
T3 - MM'11 - Proceedings of the 2011 ACM Multimedia Conference and Co-Located Workshops
SP - 1269
EP - 1272
BT - MM'11 - Proceedings of the 2011 ACM Multimedia Conference and Co-Located Workshops
T2 - 19th ACM International Conference on Multimedia ACM Multimedia 2011, MM'11
Y2 - 28 November 2011 through 1 December 2011
ER -