2011 IEEE International Workshop Technical Committee on Communications Quality and Reliability (CQR) 2011
DOI: 10.1109/cqr.2011.5996092
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Understanding the performance of thin-client gaming

Abstract: Abstract-The thin-client model is considered a perfect fit for online gaming. As modern games normally require tremendous computing and rendering power at the game client, deploying games with such models can transfer the burden of hardware upgrades from players to game operators. As a result, there are a variety of solutions proposed for thin-client gaming today. However, little is known about the performance of such thinclient systems in different scenarios, and there is no systematic means yet to conduct su… Show more

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Cited by 48 publications
(19 citation statements)
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“…This happens because the remote desktop protocols cannot cope with the amount of screen updates and lose many frames especially for the (slower) WiFi connection. Our observation is consistent with the results reported in [22], even though there are differences in the considered setups. This also explains why VNC obtains the lowest power consumption under WiFi.…”
Section: Performance Evaluationsupporting
confidence: 95%
See 1 more Smart Citation
“…This happens because the remote desktop protocols cannot cope with the amount of screen updates and lose many frames especially for the (slower) WiFi connection. Our observation is consistent with the results reported in [22], even though there are differences in the considered setups. This also explains why VNC obtains the lowest power consumption under WiFi.…”
Section: Performance Evaluationsupporting
confidence: 95%
“…For instance, GamingAnywhere [11,21] is an open-source cloud platform that allows users to play a game in the cloud and receive the displayed content as a video stream. There are a few studies about the performance of remote gaming, such as [22][23][24], but they mostly evaluate aspects related to user-experience (e.g., response time). In contrast, we specifically focus on the power consumption and the network utilization of remote display access in the context of mobile cloud computing.…”
Section: Mobile-friendly Remote Accessmentioning
confidence: 99%
“…Chang et al [13] propose a methodology for studying thinclient game systems based on the game as displayed on the server compared to the game as displayed on the client, quantifying frame rate and frame distortion. Similar to work on traditional client-server games [14], the authors find that frame rate is more critical to gameplay than frame distortion.…”
Section: Related Workmentioning
confidence: 99%
“…The proposed framework is one of a few attempts to combine the potential of current remote display technology and emotion technology in the cloud gaming domain. Traditional remote display technology [19], [20], [21] and remote desktop sharing technology [29] cannot meet the strict requirements of cloud gaming. For instance, the Remote Display Protocol in Amazon's EC2 Cloud service [21] consumes significant bandwidth to deliver high-motion screen updates.…”
Section: Related Workmentioning
confidence: 99%