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Dissecting cloud game streaming platforms regarding the impacts of video encoding and networking constraints on QoE

Published:02 July 2021Publication History

ABSTRACT

Cloud gaming -- sometimes also referred to as game streaming -- is the concept of executing games on remote servers -- typically within a cloud -- capturing the video output normally displayed onto a screen and sending the result as a video stream to end-user devices. While many game streaming solutions have existed for many years now with first proof of concept shown in 2000, many of these solutions still seem to suffer from technical or quality limitations. Recently, several new actors entered the cloud gaming market with the promise to solve these limitations.

This paper provides a systematic benchmark of two game streaming services -- Google Stadia and Nvidia GeForce Now -- under a variety of networking conditions, while subjectively evaluating the resulting QoE. We further expose and analyse the network adaptation and video encoding choices of these two platforms. We present a few key takeaways and provide recommendations regarding video encoding choices, buffering and bitrate adaptation mechanisms.

References

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  1. Dissecting cloud game streaming platforms regarding the impacts of video encoding and networking constraints on QoE

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        • Published in

          cover image ACM Conferences
          GameSys '21: Proceedings of the Workshop on Game Systems (GameSys '21)
          September 2021
          31 pages
          ISBN:9781450384377
          DOI:10.1145/3458335

          Copyright © 2021 ACM

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          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 2 July 2021

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          • research-article
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          • Refereed limited

          Acceptance Rates

          GameSys '21 Paper Acceptance Rate4of7submissions,57%Overall Acceptance Rate4of7submissions,57%

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