Measuring the latency of cloud gaming systems

Measuring the latency of cloud gaming systems
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DOI:
10.1145/2072298.2071991
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发表时间:
2011-11
期刊:
Proceedings of the 19th ACM international conference on Multimedia
影响因子:
--
通讯作者:
Kuan-Ta Chen;Yu-Chun Chang;P. Tseng;Chun-Ying Huang;C. Lei
Kuan-Ta Chen;Yu-Chun Chang;P. Tseng;Chun-Ying Huang;C. Lei
中科院分区:
其他
文献类型:
--
作者:
Kuan-Ta Chen;Yu-Chun Chang;P. Tseng;Chun-Ying Huang;C. Lei

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云游戏,即,通过瘦客户端进行实时游戏,使玩家不必在玩游戏时不断升级计算机和处理兼容性问题。因此,云游戏在企业家和公众中引起了极大的兴趣。然而,考虑到巨大的设计空间,目前尚不清楚哪些平台提供最佳的服务质量,以及哪些设计元素构成了良好的云游戏系统。这项研究的动机是这样一个问题:当前云游戏系统的实时性有多好?为了解决这个问题,我们分析了两个云游戏平台,即OnLive和StreamMyGame的响应延迟。我们的研究结果表明,OnLive的流媒体延迟对于实时云游戏是合理的,而StreamMyGame的流媒体延迟几乎是前者的两倍,当StreamMyGame服务器使用英特尔酷睿i7-920 PC配置时。我们相信,我们的测量方法可以普遍应用于基于PC的云游戏平台,它将进一步了解这些系统,并导致改进。
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, OnLive and StreamMyGame. Our results show that the streaming latency of OnLive is reasonable for real-time cloud gaming, while that of StreamMyGame is almost twice the former when the StreamMyGame 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.