Proceedings of the 19th ACM International Conference on Multimedia 2011
DOI: 10.1145/2072298.2071991
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Measuring the latency of cloud gaming systems

Abstract: 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 … Show more

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Cited by 151 publications
(75 citation statements)
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“…There have been a number of studies which attempt to quantify the effect of latency on game performance [7], [8], [10], [18], [28]. Claypool et al detail how latency affects different types of games [13].…”
Section: Related Workmentioning
confidence: 99%
See 2 more Smart Citations
“…There have been a number of studies which attempt to quantify the effect of latency on game performance [7], [8], [10], [18], [28]. Claypool et al detail how latency affects different types of games [13].…”
Section: Related Workmentioning
confidence: 99%
“…To achieve this graphics must be rendered at sufficiently high quality and the QoS must be such that the response time for the game is satisfactory. The exact conditions needed for reasonable QoS depend on the type of game and have been studied in great detail [13], [10], [8]. The two factors which affect the QoS 2 for game users are bandwidth and latency.…”
Section: Problem Formulationmentioning
confidence: 99%
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“…Typically 'acceptable' [17] game latencies range from 100ms for first person shooter (FPS) and racing games, 500ms for sports and role playing games (RPG), and 1000ms for real-time strategy games (RTS). Active QoS measurement approaches include active ping latency measurement for cloud-hosted FPS and RTS [14] games, Passive QoS measurement approaches use sampling latency and packet loss from tcpdump traffic data [39] for Massively Multiplayer Online Role-Playing Games (MMORPG's) like World of Warcraft and, interpacket arrival times [12] for FPS's like Quake3 and Halo2.…”
Section: Related Workmentioning
confidence: 99%
“…We focus on the network latency since the other latencies, especially the generation of game videos, have been studied in previous work [18,32]. We evaluate an EC2-only deployment, an edge-server only deployment, and a hybrid design that combines edge servers (e.g.…”
Section: A Reality Check On Cloud Infrastructure For On-demand Gamingmentioning
confidence: 99%