ABSTRACT
Low-latency cloud rendering services use high-performance servers to provide mobile device users with exquisite graphics and convenient access experiences. Due to the complexity of the system and the diversity of impacting factors, identifying system bottlenecks has become a significant challenge. To demystify system performance, we build an online cloud rendering system to measure the latency distribution of its key components.
Our real-world measurement study reveals that the primary factor causing increased motion-to-photon (MTP) latency is the receive-to-composition (R2C) latency at the client, which is primarily caused by the ineffective jitter buffer management strategy. Based on these findings, we propose JitBright, a systematic jitter buffer optimization that deflates MTP latency. JitBright incorporates adaptive gain and proactive keyframe requests. Large-scale A/B tests involving over 12,000 users demonstrate that JitBright successfully reduces MTP latency while improving playout smoothness. Specifically, JitBright increases the proportion of sessions that meet MTP latency requirements by 6%-27%.
- 2007. RFC 4960: Stream Control Transmission Protocol. https://datatracker.ietf.org/doc/html/rfc4960.Google Scholar
- Alibaba 2024. Alibaba Cloud Rendering. Alibaba. https://www.alibabacloud.com/blog/3d-rendering-in-tmall-cutting-edge-tech-to-accelerate-image-preview-30x_596811Google Scholar
- Microsoft 2024. Azure Remote Rendering. Microsoft. https://azure.microsoft.com/en-us/products/remote-rendering/Google Scholar
- Ahmad Alhilal, Tristan Braud, Bo Han, and Pan Hui. 2022. Nebula: Reliable low-latency video transmission for mobile cloud gaming. In Proceedings of the ACM Web Conference 2022. 3407--3417.Google ScholarDigital Library
- G. Carlucci, L. De Cicco, S. Holmer, and S. Mascolo. 2016. Analysis and design of the google congestion control for web real-time communication (WebRTC). In Proceedings of the 7th International Conference on Multimedia Systems. 1--12.Google Scholar
- Marc Carrascosa and Boris Bellalta. 2022. Cloud-gaming: Analysis of google stadia traffic. Computer Communications 188 (2022), 99--116.Google ScholarDigital Library
- Chromium Authors. 2024. WebRTC Video Coding Timing Module Source Code. https://source.chromium.org/chromium/chromium/src/+/main:third_party/webrtc/modules/video_coding/timing/timing.h;drc=4a6bf24b15fdb49a018a12af2025321691f87e1a;l=56. Accessed: 2024-02-03.Google Scholar
- Y. Cinar, P. Pocta, D. Chambers, and H. Melvin. 2021. Improved jitter buffer management for WebRTC. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) 17, 1 (2021), 1--20.Google ScholarDigital Library
- Mark Claypool and Kajal Claypool. 2006. Latency and player actions in online games. Commun. ACM 49, 11 (2006), 40--45.Google ScholarDigital Library
- Xavier Corbillon, Ramon Aparicio-Pardo, Nicolas Kuhn, Géraldine Texier, and Gwendal Simon. 2016. Cross-layer scheduler for video streaming over MPTCP. In Proceedings of the 7th International Conference on Multimedia Systems. 1--12.Google ScholarDigital Library
- Andrea Di Domenico, Gianluca Perna, Martino Trevisan, Luca Vassio, and Danilo Giordano. 2021. A network analysis on cloud gaming: Stadia, geforce now and psnow. Network 1, 3 (2021), 247--260.Google ScholarCross Ref
- WebRTC Jitter Estimator. 2024. https://webrtc.googlesource.com/src/+/refs/heads/main/modules/video_coding/timing/jitter_estimator.cc. Accessed: 2024-02-03.Google Scholar
- Epic Games. 2019. Unreal Engine. https://www.unrealengine.com.Google Scholar
- Epic Games. 2023. Pixel Streaming default keyframe interval. https://github.com/EpicGames/UnrealEngine/blob/5.2/Engine/Plugins/Media/PixelStreaming/Source/PixelStreaming/Private/Settings.cpp#L85.Google Scholar
- Epic Games. 2024. Unreal Engine PixelStreaming Docs. https://docs.unrealengine.com/5.0/en-US/pixel-streaming-in-unreal-engine/. Accessed: 2024-02-03.Google Scholar
- Geekbench. 2024. Geekbench CPU Benchmark. https://browser.geekbench.com/v6/cpu. Accessed: 2024-02-02.Google Scholar
- Donghyeok Ho, Hyungnam Kim, Wan Kim, Youngho Park, Kyung-Ah Chang, Hyogun Lee, and Hwangjun Song. 2017. Mobile Cloud-Based Interactive 3D Rendering and Streaming System Over Heterogeneous Wireless Networks. IEEE Transactions on Circuits and Systems for Video Technology 27 (2017), 95--109. Google ScholarDigital Library
- Chun-Ying Huang, Cheng-Hsin Hsu, Yu-Chun Chang, and Kuan-Ta Chen. 2013. GamingAnywhere: An open cloud gaming system. In Proceedings of the 4th ACM multimedia systems conference. 36--47.Google ScholarDigital Library
- IETF. 2023. Real-Time Communication in WEB-browsers (rtcweb). https://datatracker.ietf.org/wg/rtcweb/about/.Google Scholar
- Zenja Ivkovic, Ian Stavness, Carl Gutwin, and Steven Sutcliffe. 2015. Quantifying and mitigating the negative effects of local latencies on aiming in 3d shooter games. In Proceedings of the 33rd annual acm conference on human factors in computing systems. 135--144.Google ScholarDigital Library
- Gerui Lv, Qinghua Wu, Weiran Wang, Zhenyu Li, and Gaogang Xie. 2022. Lumos: towards Better Video Streaming QoE through Accurate Throughput Prediction. In IEEE INFOCOM 2022 - IEEE Conference on Computer Communications. 650--659. Google ScholarDigital Library
- Zili Meng, Yaning Guo, Chen Sun, Bo Wang, Justine Sherry, Hongqiang Harry Liu, and Mingwei Xu. 2022. Achieving consistent low latency for wireless real-time communications with the shortest control loop. In Proceedings of the ACM SIGCOMM 2022 Conference (Amsterdam, Netherlands) (SIGCOMM '22). Association for Computing Machinery, New York, NY, USA, 193--206. Google ScholarDigital Library
- Z. Meng, T. Wang, Y. Shen, B. Wang, M. Xu, R. Han, et al. 2023. Enabling High Quality Real-Time Communications with Adaptive Frame-Rate. In 20th USENIX Symposium on Networked Systems Design and Implementation (NSDI 23). 1429--1450.Google Scholar
- Florian Metzger, Stefan Geißler, Alexej Grigorjew, Frank Loh, Christian Moldovan, Michael Seufert, and Tobias Hoßfeld. 2022. An introduction to online video game qos and qoe influencing factors. IEEE Communications Surveys & Tutorials 24, 3 (2022), 1894--1925.Google ScholarDigital Library
- Michael Mitzenmacher and Eli Upfal. 2017. Probability and computing: Randomization and probabilistic techniques in algorithms and data analysis. Cambridge university press.Google Scholar
- Chromuim Project. 2024. WebRTC-GCC. https://source.chromium.org/chromium/chromium/src/+/main:third_party/webrtc/modules/congestion_controller/goog_cc/.Google Scholar
- WebRTC project. 2024. https://webrtc.org/. Accessed: 2024-02-03.Google Scholar
- Yanyuan Qin, Shuai Hao, K. R. Pattipati, Feng Qian, Subhabrata Sen, Bing Wang, and Chaoqun Yue. 2018. ABR streaming of VBR-encoded videos: characterization, challenges, and solutions. In Proceedings of the 14th International Conference on Emerging Networking EXperiments and Technologies (Heraklion, Greece) (CoNEXT '18). Association for Computing Machinery, New York, NY, USA, 366--378. Google ScholarDigital Library
- Devdeep Ray, Vicente Bobadilla Riquelme, and Srinivasan Seshan. 2022. Prism: Handling Packet Loss for Ultra-low Latency Video. In Proceedings of the 30th ACM International Conference on Multimedia. 3104--3114.Google ScholarDigital Library
- Luisa Repele, Riccardo Muradore, Davide Quaglia, and Paolo Fiorini. 2013. Improving performance of networked control systems by using adaptive buffering. IEEE Transactions on Industrial Electronics 61, 9 (2013), 4847--4856.Google ScholarCross Ref
- Saeed Shafiee Sabet, Steven Schmidt, Saman Zadtootaghaj, Babak Naderi, Carsten Griwodz, and Sebastian Möller. 2020. A latency compensation technique based on game characteristics to mitigate the influence of delay on cloud gaming quality of experience. In Proceedings of the 11th ACM Multimedia Systems Conference (Istanbul, Turkey) (MMSys '20). Association for Computing Machinery, New York, NY, USA, 15--25. Google ScholarDigital Library
- P. Seeling and M. Reisslein. 2011. Video transport evaluation with H. 264 video traces. IEEE Communications Surveys & Tutorials 14, 4 (2011), 1142--1165.Google ScholarCross Ref
- Threekit. 2024. How Real-Time Rendering in Ecommerce Enhances Customer Decision Making. https://www.threekit.com/blog/how-real-time-rendering-enhances-customer-decision-making-in-e-commerce. Accessed: 2024-02-01.Google Scholar
- WebRTC. 2024. video/video_receive_stream2.cc. https://webrtc.googlesource.com/src/+/refs/heads/main/video/video_receive_stream2.cc. Accessed: 2024-02-03.Google Scholar
- Wikipedia contributors. 2024. WebRTC - Wikipedia, The Free Encyclopedia. https://en.wikipedia.org/wiki/WebRTC#Support. Accessed: 2024-02-02.Google Scholar
- World Wide Web Consortium. 2023. WebRTC Statistics API: Freeze Count Definition. https://www.w3.org/TR/webrtc-stats/#dom-rtcinboundrtpstreamstats-freezecount. Accessed: 2024-02-02.Google Scholar
- Francis Y. Yan, Hudson Ayers, Chenzhi Zhu, Sadjad Fouladi, James Hong, Keyi Zhang, Philip Levis, and Keith Winstein. 2020. Learning in situ: a randomized experiment in video streaming. In 17th USENIX Symposium on Networked Systems Design and Implementation (NSDI 20). USENIX Association, Santa Clara, CA, 495--511. https://www.usenix.org/conference/nsdi20/presentation/yanGoogle Scholar
- Minglan Yuan. 2019. Jitter buffer control algorithm and simulation based on network traffic prediction. International Journal of Wireless Information Networks 26, 3 (2019), 133--142.Google ScholarCross Ref
- H. Zhang, A. Zhou, Y. Hu, C. Li, G. Wang, X. Zhang, et al. 2021. Loki: improving long tail performance of learning-based real-time video adaptation by fusing rule-based models. In Proceedings of the 27th Annual International Conference on Mobile Computing and Networking. 775--788.Google ScholarDigital Library
- H. Zhang, A. Zhou, J. Lu, R. Ma, Y. Hu, C. Li, et al. 2020. OnRL: improving mobile video telephony via online reinforcement learning. In Proceedings of the 26th Annual International Conference on Mobile Computing and Networking. 1--14.Google ScholarDigital Library
- Y. Zhao, A. Zhou, and X. Chen. 2020. Reducing latency in interactive live video chat using dynamic reduction factor. In 2020 IEEE Wireless Communications and Networking Conference (WCNC). IEEE, 1--6.Google Scholar
- A. Zhou, H. Zhang, G. Su, L. Wu, R. Ma, Z. Meng, et al. 2019. Learning to coordinate video codec with transport protocol for mobile video telephony. In The 25th Annual International Conference on Mobile Computing and Networking. 1--16.Google ScholarDigital Library
Index Terms
- JitBright: towards Low-Latency Mobile Cloud Rendering through Jitter Buffer Optimization
Recommendations
Effective packet loss estimation on VoIP jitter buffer
IFIP'12: Proceedings of the 2012 international conference on NetworkingThe paper deals with an influence of network jitter on effective packet loss in dejitter buffer. We analyze behavior of jitter buffers with and without packet reordering capability and quantify the additional packet loss caused by packets dropped in ...
Network-adaptive low-latency video communication over best-effort networks
The quality of service limitation of today's best-effort networks poses major challenge for low-latency video communication. To combat network losses for real-time and on-demand video communication, which exhibits stronger dependency across packets, a ...
Low Latency Low Loss Media Delivery Utilizing In-Network Packet Wash
AbstractThis paper presents new techniques and mechanisms for carrying streams of layered video using Scalable Video Coding (SVC) from servers to clients, utilizing the Packet Wash mechanism which is part of the Big Packet Protocol (BPP). BPP was designed ...
Comments