Playing High-End Video Games in the Cloud: A Measurement Study

被引:20
|
作者
Xue, Zheng [1 ,2 ]
Wu, Di [1 ,2 ]
He, Jian [1 ,2 ]
Hei, Xiaojun [3 ]
Liu, Yong [4 ]
机构
[1] Sun Yat Sen Univ, Dept Comp Sci, Guangzhou 510006, Guangdong, Peoples R China
[2] SYSU CMU Shunde Int Joint Res Inst, Foshan 528300, Peoples R China
[3] Huazhong Univ Sci & Technol, Dept Elect & Informat Engn, Wuhan 430074, Peoples R China
[4] NYU, Polytech Sch Engn, Dept Elect & Comp Engn, Brooklyn, NY 11201 USA
基金
美国国家科学基金会;
关键词
Cloud gaming; measurements; streaming; video games; PERFORMANCE;
D O I
10.1109/TCSVT.2014.2364419
中图分类号
TM [电工技术]; TN [电子技术、通信技术];
学科分类号
0808 ; 0809 ;
摘要
Cloud gaming has emerged as a promising approach to more affordable and accessible games. By rendering high-end video games in the cloud and streaming encoded game scenes to players via the broadband networks, users are relieved from downloading or installing game software. With cloud gaming, users can easily play high-end 3-D video games on any devices anytime and anywhere. In this paper, we conducted a comprehensive measurement study of a leading cloud gaming system in China, namely, CloudUnion. Unlike the previous work, our measurement study was based on an in-depth understanding of the internal mechanisms of CloudUnion, and thus we were able to reveal problems that cannot be observed in a black-box approach. We built a dedicated measurement platform, which enables us to study CloudUnion from different views, including the global view, local view, and user view. We also conducted a comparison study with another cloud gaming system, namely, GamingAnywhere. Our measurement results unveil the pros and cons of the current cloud gaming system design, and bring forth important insights about the cloud infrastructure, user behaviors, traffic patterns, user-perceived quality, and so on. Our work will be valuable for the design of future cloud gaming systems.
引用
收藏
页码:2013 / 2025
页数:13
相关论文
共 50 条
  • [1] The Benefits of Playing Video Games
    Granic, Isabela
    Lobel, Adam
    Engels, Rutger C. M. E.
    AMERICAN PSYCHOLOGIST, 2014, 69 (01) : 66 - 78
  • [2] The effect of playing video games on fiberoptic intubation skills
    Yilbas, Aysun Ankay
    Canbay, Ozgur
    Akca, Basak
    Uzumcugil, Filiz
    Melek, Asli
    Calis, Mert
    Vargel, Ibrahim
    ANAESTHESIA CRITICAL CARE & PAIN MEDICINE, 2019, 38 (04) : 341 - 345
  • [3] GIRLS PLAYING VIDEO GAMES AND THEIR DEDICATION TOWARDS GAMES
    Ghetau, Cosmin
    Rusu, Dan Octavian
    Delcea, Cristian
    ROMANIAN JOURNAL OF LEGAL MEDICINE, 2022, 30 (04): : 297 - 301
  • [4] Video games and board games: Effects of playing practice on cognition
    Martinez, Lea
    Gimenes, Manuel
    Lambert, Eric
    PLOS ONE, 2023, 18 (03):
  • [5] Call of Duty: Playing Video Games with IR
    Ciuta, Felix
    MILLENNIUM-JOURNAL OF INTERNATIONAL STUDIES, 2016, 44 (02): : 197 - 215
  • [6] Playing video games: learning and information literacy
    Gumulak, Sabina
    Webber, Sheila
    ASLIB PROCEEDINGS, 2011, 63 (2-3): : 241 - 255
  • [7] The Genetic and Phenotypic Architecture of Playing Video Games
    Abdellaoui, Abdel
    Pasman, Joelle
    Treur, Jorien L.
    Wesseldijk, Laura W.
    Liu, Shu
    Demange, Perline A.
    Smit, Dirk J. A.
    Nivard, Michel G.
    Verweij, Karin J. H.
    BEHAVIOR GENETICS, 2021, 51 (06) : 687 - 687
  • [8] Recovery from work by playing video games
    Kocak, Omer Erdem
    Gorgievski, Marjan
    Bakker, Arnold B.
    APPLIED PSYCHOLOGY-AN INTERNATIONAL REVIEW-PSYCHOLOGIE APPLIQUEE-REVUE INTERNATIONALE, 2024, 73 (03): : 1331 - 1360
  • [9] When playing is learning: video games in the classroom
    Leffa, Vilson J.
    Bohn, Hilario I.
    Damasceno, Vanessa D.
    Marzari, Gabriela Q.
    REVISTA DE ESTUDOS DA LINGUAGEM, 2012, 20 (01) : 209 - 230
  • [10] Video games playing: A substitute for cultural consumptions?
    Borowiecki, Karol J.
    Prieto-Rodriguez, Juan
    JOURNAL OF CULTURAL ECONOMICS, 2015, 39 (03) : 239 - 258