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Kuan-Ta Chen1, Yu-Chun Chang12, Po-Han Tseng1, Chun-Ying Huang3, and Chin-Laung Lei2
1Academia Sinica 2National Taiwan University 3National Taiwan Ocean University
Measuring The Latency of Cloud Gaming Systems
Conclusion
 We proposed a general methodology to measure the latency
components of cloud gaming systems
 OnLive provides shorter latency for real-time gaming than
SteamMyGame
 Future work
 Improve the proposed methodology
 Apply the methodology to more platforms and derive general
guidelines for designing quality cloud gaming systems
Cloud Gaming
Motivation
 Game software becomes more complex
 The overhead of setting up a game is significant
 Games have software and hardware compatibility with computers
 Real-time game playing via thin clients
 Advantages of cloud gaming
 No set up overheads or compatibility issues
 People can play games anywhere, anytime
 Cloud gaming services
 OnLive, StreamMyGame, GAIKAI, G-cluster Global, OTOY, T5-Labs
 Which platform provides the best quality of service?
Measurement Methodology
 Response delay : In each experiment, send ESC key in the game and see
when the corresponding MENU frame will be displayed
 Response delay (RD) =
Network delay (ND) + Processing delay (PD) + Playout delay (OD)
Scatter Plot of tblock_succeed and tblock_failed
Measurement Results
How to determine the occurrence of t3
 Blocking is successful : add tblock to the set tblock_succeeded
 Blocking is failed : add tmenu to the set tblock_failed
 We then estimate t3 as the point that yield the minimum sum of the
two density functions formed by tblock_succeeded and tblock_failed
 Blocking : Block the incoming data on the client
Blocking is successful
Blocking is failed
Experiment Setup
• Game:
Lego Batman: The VideoGame (Batman)
Warhammer 40,000: Dawn of War (DOW)
F.E.A.R. 2: Project Origin (FEAR)
• Platform:
OnLive (OnLive)
StreamMyGame (SMG)
Network delay (ND) = network RTT
Processing delay (PD) = t3 – t0 – ND
Playout delay (OD) = t4 – t3
tblock tblock+1 Timetmenu
Menu screen appears
tblock tblock+1 Timetmenu
Internet
LAN
LAN
Switch
Client (Intel Core i7-920)
Server (Intel Core i7-920)
OnLive Server
t0 t1 t2 t4
(controllable)
t3
(probable) (observable)
Processing delay Playout delay
Probing range
Time
Academia Sinica
ServerClient
Game Servers
PC
Laptop
Mobile
Streaming
Streaming
Streaming
Internet
t0 (Key event sent) t1 (Key event received)
t2 (Frame sent)t3 (Frame received)
Menu frame
Menu screen shown
t4 (Frame displayed)

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Measuring The Latency of Cloud Gaming Systems

  • 1. Kuan-Ta Chen1, Yu-Chun Chang12, Po-Han Tseng1, Chun-Ying Huang3, and Chin-Laung Lei2 1Academia Sinica 2National Taiwan University 3National Taiwan Ocean University Measuring The Latency of Cloud Gaming Systems Conclusion  We proposed a general methodology to measure the latency components of cloud gaming systems  OnLive provides shorter latency for real-time gaming than SteamMyGame  Future work  Improve the proposed methodology  Apply the methodology to more platforms and derive general guidelines for designing quality cloud gaming systems Cloud Gaming Motivation  Game software becomes more complex  The overhead of setting up a game is significant  Games have software and hardware compatibility with computers  Real-time game playing via thin clients  Advantages of cloud gaming  No set up overheads or compatibility issues  People can play games anywhere, anytime  Cloud gaming services  OnLive, StreamMyGame, GAIKAI, G-cluster Global, OTOY, T5-Labs  Which platform provides the best quality of service? Measurement Methodology  Response delay : In each experiment, send ESC key in the game and see when the corresponding MENU frame will be displayed  Response delay (RD) = Network delay (ND) + Processing delay (PD) + Playout delay (OD) Scatter Plot of tblock_succeed and tblock_failed Measurement Results How to determine the occurrence of t3  Blocking is successful : add tblock to the set tblock_succeeded  Blocking is failed : add tmenu to the set tblock_failed  We then estimate t3 as the point that yield the minimum sum of the two density functions formed by tblock_succeeded and tblock_failed  Blocking : Block the incoming data on the client Blocking is successful Blocking is failed Experiment Setup • Game: Lego Batman: The VideoGame (Batman) Warhammer 40,000: Dawn of War (DOW) F.E.A.R. 2: Project Origin (FEAR) • Platform: OnLive (OnLive) StreamMyGame (SMG) Network delay (ND) = network RTT Processing delay (PD) = t3 – t0 – ND Playout delay (OD) = t4 – t3 tblock tblock+1 Timetmenu Menu screen appears tblock tblock+1 Timetmenu Internet LAN LAN Switch Client (Intel Core i7-920) Server (Intel Core i7-920) OnLive Server t0 t1 t2 t4 (controllable) t3 (probable) (observable) Processing delay Playout delay Probing range Time Academia Sinica ServerClient Game Servers PC Laptop Mobile Streaming Streaming Streaming Internet t0 (Key event sent) t1 (Key event received) t2 (Frame sent)t3 (Frame received) Menu frame Menu screen shown t4 (Frame displayed)