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Measuring the latency of cloud gaming systems

Published: 28 November 2011 Publication History

Abstract

Cloud gaming, i.e., real-time game playing via thin clients, relieves players from the need to constantly upgrade their computers and deal with compatibility issues when playing games. As a result, cloud gaming is generating a great deal of interest among entrepreneurs and the public. However, given the large design space, it is not yet known which platforms deliver the best quality of service and which design elements constitute a good cloud gaming system.
This study is motivated by the question: How good is the real-timeliness of current cloud gaming systems? To address the question, we analyze the response latency of two cloud gaming platforms, namely, OnLive and StreamMyGame. Our results show that the streaming latency of OnLive is reasonable for real-time cloud gaming, while that of StreamMyGame is almost twice the former when the StreamMyGame server is provisioned using an Intel Core i7-920 PC. We believe that our measurement approach can be generally applied to PC-based cloud gaming platforms, and that it will further the understanding of such systems and lead to improvements.

References

[1]
Y.-C. Chang, K.-T. Chen, C.-C. Wu, C.-J. Ho, and C.-L. Lei. Online game QoE evaluation using paired comparisons. In Proceedings of IEEE CQR 2010, June 2010.
[2]
K.-T. Chen, P. Huang, and C.-L. Lei. How sensitive are online gamers to network quality? Communications of the ACM, 49(11):34--38, Nov 2006.
[3]
M. Claypool and K. Claypool. Latency and player actions in online games. Commun. ACM, 49:40--45, November 2006.
[4]
A. M. Lai and J. Nieh. On the performance of wide-area thin-client computing. ACM Trans. Comput. Syst., 24:175--209, May 2006.

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  • (2024)Cloudy Forecast: How Predictable is Communication Latency in the Cloud?2024 33rd International Conference on Computer Communications and Networks (ICCCN)10.1109/ICCCN61486.2024.10637631(1-9)Online publication date: 29-Jul-2024
  • (2024)Enhancing Cloud Gaming Experience through Optimized Virtual Machine Placement: A Comprehensive ReviewJournal of Network and Systems Management10.1007/s10922-024-09864-232:4Online publication date: 24-Aug-2024
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cover image ACM Conferences
MM '11: Proceedings of the 19th ACM international conference on Multimedia
November 2011
944 pages
ISBN:9781450306164
DOI:10.1145/2072298
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 November 2011

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Author Tags

  1. cloud computing
  2. cloud rendering
  3. games-on-demand
  4. onlive
  5. quality of service
  6. thin client

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MM '11
Sponsor:
MM '11: ACM Multimedia Conference
November 28 - December 1, 2011
Arizona, Scottsdale, USA

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Overall Acceptance Rate 2,145 of 8,556 submissions, 25%

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Cited By

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  • (2024)Achieving Cost Optimization for Tenant Task Placement in Geo-Distributed CloudsIEEE/ACM Transactions on Networking10.1109/TNET.2023.331943432:2(1391-1406)Online publication date: Apr-2024
  • (2024)Cloudy Forecast: How Predictable is Communication Latency in the Cloud?2024 33rd International Conference on Computer Communications and Networks (ICCCN)10.1109/ICCCN61486.2024.10637631(1-9)Online publication date: 29-Jul-2024
  • (2024)Enhancing Cloud Gaming Experience through Optimized Virtual Machine Placement: A Comprehensive ReviewJournal of Network and Systems Management10.1007/s10922-024-09864-232:4Online publication date: 24-Aug-2024
  • (2023)Caught in the Game: On the History and Evolution of Web Browser GamingCompanion Proceedings of the ACM Web Conference 202310.1145/3543873.3585572(601-609)Online publication date: 30-Apr-2023
  • (2023)Resource Orchestration at the Edge: Intelligent Management of mmWave RAN and Gaming Application QoE EnhancementIEEE Transactions on Network and Service Management10.1109/TNSM.2022.321020820:1(385-399)Online publication date: Mar-2023
  • (2023)TanGo: A Cost Optimization Framework for Tenant Task Placement in Geo-distributed CloudsIEEE INFOCOM 2023 - IEEE Conference on Computer Communications10.1109/INFOCOM53939.2023.10229004(1-10)Online publication date: 17-May-2023
  • (2023)Lightweight Network Architecture for Tethered Underwater VehiclesProceedings of Eighth International Congress on Information and Communication Technology10.1007/978-981-99-3236-8_59(737-749)Online publication date: 15-Sep-2023
  • (2023)People Counting in the Times of Covid-19Service-Oriented Computing – ICSOC 2022 Workshops10.1007/978-3-031-26507-5_16(196-208)Online publication date: 19-Mar-2023
  • (2022)Assessing Unsupervised Machine Learning solutions for Anomaly Detection in Cloud Gaming Sessions2022 18th International Conference on Network and Service Management (CNSM)10.23919/CNSM55787.2022.9964533(367-373)Online publication date: 31-Oct-2022
  • (2022)Continuous in-network round-trip time monitoringProceedings of the ACM SIGCOMM 2022 Conference10.1145/3544216.3544222(473-485)Online publication date: 22-Aug-2022
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