On the Quality of Service of Cloud Gaming Systems

IEEE Transactions on Multimedia(2014)

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摘要
Cloud gaming, i.e., real-time game playing via thin clients, relieves users from being forced to upgrade their computers and resolve the incompatibility issues between games and computers. As a result, cloud gaming is generating a great deal of interests among entrepreneurs, venture capitalists, general publics, and researchers. However, given the large design space, it is not yet known which cloud gaming system delivers the best user-perceived Quality of Service (QoS) and what design elements constitute a good cloud gaming system. This study is motivated by the question: How good is the QoS of current cloud gaming systems? Answering the question is challenging because most cloud gaming systems are proprietary and closed, and thus their internal mechanisms are not accessible for the research community. In this paper, we propose a suite of measurement techniques to evaluate the QoS of cloud gaming systems and prove the effectiveness of our schemes using a case study comprising two well-known cloud gaming systems: OnLive and StreamMyGame. Our results show that OnLive performs better, because it provides adaptable frame rates, better graphic quality, and shorter server processing delays, while consuming less network bandwidth. Our measurement techniques are general and can be applied to any cloud gaming systems, so that researchers, users, and service providers may systematically quantify the QoS of these systems. To the best of our knowledge, the proposed suite of measurement techniques have never been presented in the literature.
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关键词
internal mechanisms,cloud gaming,graphic quality,quality of service,live video streaming,remote rendering,adaptable frame rates,network servers,rendering (computer graphics),streammygame,thin clients,measurement techniques,user-perceived quality of service,measurement,server processing delays,onlive,network bandwidth,performance evaluation,cloud gaming system,video streaming,network computers,qos,cloud computing,real-time game playing,computer games
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