2013 10th International Conference on Information Technology: New Generations 2013
DOI: 10.1109/itng.2013.79
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Subjective Evaluation of Latency and Packet Loss in a Cloud-Based Game

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Cited by 39 publications
(12 citation statements)
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“…User studies are the first and basic step in the modeling of the QoE of any service. The factors affecting the QoE can be divided into systemic, user and contextual [40]. Most of the studies in this field focused on the impact of network latency and loss of package on the QoE [41][42][43][44][45][46][47][48].…”
Section: Research Challenges In the Area Of Cloud Gamingmentioning
confidence: 99%
See 1 more Smart Citation
“…User studies are the first and basic step in the modeling of the QoE of any service. The factors affecting the QoE can be divided into systemic, user and contextual [40]. Most of the studies in this field focused on the impact of network latency and loss of package on the QoE [41][42][43][44][45][46][47][48].…”
Section: Research Challenges In the Area Of Cloud Gamingmentioning
confidence: 99%
“…Most of the studies in this field focused on the impact of network latency and loss of package on the QoE [41][42][43][44][45][46][47][48]. In general, the results show that cloud gaming is highly sensitive to network latency and that package losses of less than 1% caused significant degradation of the players' QoE [40], as confirmed by a commercial platform study [49], but also by a study of an open-source platform GamingAnywhere [50]. The research clearly recognized the sensitivity of this service to network degradation and it is therefore necessary to dynamically adjust the service to network condition on the basis of optimization of algorithms in order to avoid congestion that causes latency and package losses.…”
Section: Research Challenges In the Area Of Cloud Gamingmentioning
confidence: 99%
“…The client is responsible for decoding the video and capturing the player's commands. Two network-level factors are critical: the bandwidth required by the video stream (influencing image quality and frame rate) [58], and the Round-Trip Time (RTT) (influencing the game's responsiveness to input commands) [13,14]. For online games, the throughput is much less important when compared to the RTT.…”
Section: Use Case: Online and Cloud Gamingmentioning
confidence: 99%
“…As reported in [5,[14][15][16], packet loss and delay have a significant impact on cloud gaming QoE. Basically, network congestion results in network delay jitter and when queue size is exceeded, packet loss occurs.…”
Section: Introductionmentioning
confidence: 96%
“…For Real-time Strategy (RTS) games, the process of constructing buildings or moving troops towards a battlefield is unaffected by latency as high as 1000 ms [15]. However, First Person Shooter (FPS) games, where users are shooting at a moving target tend to be more sensitive to latency with delays of over 100 ms seen as unacceptable [19].…”
Section: Introductionmentioning
confidence: 99%