Cloud gaming is a class of services that promises to revolutionize the videogame market. It allows the user to play a videogame with essential equipment while using a remote server for the actual execution. The multimedia content is streamed through the network from the server to the user. Hence, this service requires low latency and a large bandwidth to work properly with low response time and high-definition video. Three of the leading tech companies (Google, Sony, and NVIDIA) entered this market with their products, and others, like Microsoft and Amazon, are also launching their platforms. However, these companies have released little information about their cloud gaming operation and how they utilize the network. In this work, we study cloud gaming services from the network point of view. We collect more than 200 packet traces under different application settings and network conditions from a broadband network to poor mobile network conditions, for 3 cloud gaming services, namely Stadia from Google, GeForce Now from NVIDIA and PS Now from Sony. We analyze the employed protocols and the workload that they impose on the network. We find that GeForce Now and Stadia use the RTP protocol to stream the multimedia content, with the latter relying on the standard WebRTC APIs. Depending on the network and video quality, they result in bandwidth-hungry services consuming up to 45 Mbit/s. PS Now instead uses only undocumented protocols and never exceeds 13 Mbit/s. 4G mobile networks can often sustain these loads, while traditional 3G connections struggle. The systems quickly react to deteriorated network conditions, and packet losses up to 5% do not cause a reduction in resolution.
Real-time communication (RTC) platforms have become increasingly popular in the last decade, together with the spread of broadband Internet access. They are nowadays a fundamental means for connecting people and supporting the economy, which relies more and more on forms of remote working. In this context, it is particularly important to act at the network level to ensure adequate Quality of Experience (QoE) to users, where proper traffic management policies are essential to prioritize RTC traffic. This, in turn, requires in-network devices to identify RTC streams and the type of content they carry.In this paper, we propose a machine learning-based application to classify, in real-time, the media streams generated by RTC applications encapsulated in Secure Real Time Protocol (SRTP) flows. Using carefully tuned features extracted from packet characteristics, we train a model to classify streams into an ample set of classes, including media type (audio/video), video quality and redundant streams. To validate our approach, we use traffic from more than 88 hours of multi-party meeting calls made using the Cisco Webex Teams application. We reach an overall accuracy of 97% with a light-weight decision tree model, which makes decisions using only 1 second of traffic.
Satellite Communication (SatCom) offers internet connectivity where traditional infrastructures are too expensive to deploy. When using satellites in a geostationary orbit, the distance from Earth forces a round trip time higher than 550 ms. Coupled with the limited and shared capacity of the physical link, this poses a challenge to the traditional internet access quality we are used to.In this paper, we present the first passive characterization of the traffic carried by an operational SatCom network. With this unique vantage point, we observe the performance of the SatCom technology, as well as the usage habits of subscribers in different countries in Europe and Africa. We highlight the implications of such technology on Internet usage and functioning, and we pinpoint technical challenges due to the CDN and DNS resolution issues, while discussing possible optimizations that the ISP could implement to improve the service offered to SatCom subscribers.
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