Dissecting the protocol and network traffic of the OnLive cloud gaming platform

被引:0
|
作者
M. Manzano
M. Urueña
M. Sužnjević
E. Calle
J. A. Hernández
M. Matijasevic
机构
[1] University of Girona,Institute of Informatics and Applications (IIiA)
[2] Universidad Carlos III de Madrid,Department of Telematic Engineering
[3] University of Zagreb,Faculty of Electrical Engineering and Computing
来源
Multimedia Systems | 2014年 / 20卷
关键词
Cloud gaming; Online games; OnLive; Protocol ; Reverse engineering; Traffic modelling;
D O I
暂无
中图分类号
学科分类号
摘要
Cloud gaming is a new paradigm that is envisaged to play a pivotal role in the video game industry in forthcoming years. Cloud gaming, or gaming on demand, is a type of online gaming that allows on-demand streaming of game content onto non-specialised devices (e.g. PC, smart TV, etc.). This approach requires no downloads or game installation because the actual game is executed on the game company’s server and is streamed directly to the client. Nonetheless, this revolutionary approach significantly affects the network load generated by online games. As cloud gaming presents new challenges for both network engineers and the research community, both groups need to be fully conversant with these new cloud gaming platforms. The purpose of this paper is to investigate OnLive, one of the most popular cloud gaming platforms. Our key contributions are: (a) a review of the state-of-the-art of cloud gaming; (b) reverse engineering of the OnLive protocol; and (c) a synthetic traffic model for OnLive.
引用
收藏
页码:451 / 470
页数:19
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