Assessing Latency in Cloud Gaming

被引:11
作者
Lampe, Ulrich [1 ]
Wu, Qiong [1 ]
Dargutev, Sheip [1 ]
Hans, Ronny [1 ]
Miede, Andre [2 ]
Steinmetz, Ralf [1 ]
机构
[1] Tech Univ Darmstadt, Multimedia Commun Lab KOM, D-64283 Darmstadt, Germany
[2] Htw Saar, Fak Ingn Wissensch, D-66117 Saarbrucken, Germany
来源
CLOUD COMPUTING AND SERVICES SCIENCE, CLOSER 2013 | 2014年 / 453卷
关键词
Cloud computing; Cloud gaming; Quality of Service; Latency; Measurement;
D O I
10.1007/978-3-319-11561-0_4
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
With the emergence of cloud computing, diverse types of Information Technology services are increasingly provisioned through large data centers via the Internet. A relatively novel service category is cloud gaming, where video games are executed in the cloud and delivered to a client as audio/video stream. While cloud gaming substantially reduces the demand of computational power on the client side, thus enabling the use of thin clients, it may also affect the Quality of Service through the introduction of network latencies. In this work, we quantitatively examined this effect, using a self-developed measurement tool and a set of actual cloud gaming providers. For the two providers and three games in our experiment, we found absolute increases in latency between approximately 40 ms and 150 ms, or between 85% and 800% in relative terms, compared to a local game execution. In addition, based on a second complementary experiment, we found mean round-trip times ranging from about 30 ms to 380 ms using WLAN and approximately 40 ms to 1050 ms using UMTS between a local computer and globally distributed compute nodes. Bilaterally among the compute nodes, results were in the range from approximately 10 ms to 530 ms. This highlights the importance of data center placement for the provision of cloud gaming services with adequate Quality of Service properties.
引用
收藏
页码:52 / 68
页数:17
相关论文
共 27 条
[1]  
[Anonymous], 2003, Computer Networks
[2]  
[Anonymous], 2011, TECHNICAL REPORT
[3]  
[Anonymous], 1991, The Art of Computer Systems Performance Analysis: Techniquesfor Experimental Design, Measurement, Simulation, and Modeling
[4]   Cloud computing and emerging IT platforms: Vision, hype, and reality for delivering computing as the 5th utility [J].
Buyya, Rajkumar ;
Yeo, Chee Shin ;
Venugopal, Srikumar ;
Broberg, James ;
Brandic, Ivona .
FUTURE GENERATION COMPUTER SYSTEMS-THE INTERNATIONAL JOURNAL OF ESCIENCE, 2009, 25 (06) :599-616
[5]  
Cai W., 2012, 4 INT C CLOUD COMP T
[6]  
Chen K., 2011, 19 ACM INT C MULT
[7]  
Choy S., 2012, 11 ANN WORKSH NETW S
[8]   PlanetLab: An overlay testbed for broad-coverage services [J].
Chun, B ;
Culler, D ;
Roscoe, T ;
Bavier, A ;
Peterson, L ;
Wawrzoniak, M ;
Bowman, M .
ACM SIGCOMM COMPUTER COMMUNICATION REVIEW, 2003, 33 (03) :3-12
[9]  
Claypool M., 2010, 1 ANN ACM SIGMM C MU
[10]  
Courcoubetis C., 2011, COMMUNICATIONS