Abstract
Cloud Gaming is a cutting-edge paradigm in the video game provision where the graphics rendering and logic are computed in the cloud. This allows a user’s thin client systems with much more limited capabilities to offer a comparable experience with traditional local and online gaming but using reduced hardware requirements. In contrast, this approach stresses the communication networks between the client and the cloud. In this context, it is necessary to know how to configure the network in order to provide service with the best quality. To that end, the present work defines a novel framework for Cloud Gaming performance evaluation. This system is implemented in a real testbed and evaluates the Cloud Gaming approach for different transport networks (Ethernet, WiFi, and LTE (Long Term Evolution)) and scenarios, automating the acquisition of the gaming metrics. From this, the impact on the overall gaming experience is analyzed identifying the main parameters involved in its performance. Hence, the future lines for Cloud Gaming QoE-based (Quality of Experience) optimization are established, this way being of configuration, a trendy paradigm in the new-generation networks, such as 4G and 5G (Fourth and Fifth Generation of Mobile Networks).
Highlights
In recent years, most services are evolving to focus on providing new features and experiences to their final users
Hardware advances have supported the application of a great variety of computer graphic techniques, which has currently led to the creation of very realistic video games, allowing the player to immerse in a virtual world
Cloud Gaming is a new philosophy that looks for executing gaming software with high graphic processing requirements in a remote way through a server located in the cloud
Summary
Most services are evolving to focus on providing new features and experiences to their final users. This framework allows assessing the impact generated by some session parameters in the service provision in terms of latency and frame losses This framework eases the evaluation of the Cloud Gaming performance through its different KQIs over different network technologies, such as Ethernet, WiFi, and LTE. This assessment is performed via a set of automated tests, in which a user is emulated interacting with the service through different combinations of video resolution and frame rate In this way, this work establishes a qualitative synthesis on how each technology develops the service, providing a clear vision on how the performance of this kind of service is mostly impacted by the network.
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