• DocumentCode
    1763186
  • Title

    On the Quality of Service of Cloud Gaming Systems

  • Author

    Kuan-Ta Chen ; Yu-chun Chang ; Hwai-Jung Hsu ; De-Yu Chen ; Chun-Ying Huang ; Cheng-Hsin Hsu

  • Author_Institution
    Inst. of Inf. Sci., Acad. Sinica, Taipei, Taiwan
  • Volume
    16
  • Issue
    2
  • fYear
    2014
  • fDate
    Feb. 2014
  • Firstpage
    480
  • Lastpage
    495
  • Abstract
    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.
  • Keywords
    cloud computing; computer games; network computers; network servers; quality of service; rendering (computer graphics); video streaming; OnLive; QoS; StreamMyGame; adaptable frame rates; cloud gaming system; graphic quality; internal mechanisms; measurement techniques; network bandwidth; real-time game playing; server processing delays; thin clients; user-perceived quality of service; Computers; Delays; Games; Graphics; Measurement techniques; Quality of service; Servers; Cloud gaming; live video streaming; measurement; performance evaluation; remote rendering;
  • fLanguage
    English
  • Journal_Title
    Multimedia, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1520-9210
  • Type

    jour

  • DOI
    10.1109/TMM.2013.2291532
  • Filename
    6670099