An empirical study of Cloud Gaming

被引:0
|
作者
Manzano, M. [1 ]
Hernandez, J. A.
Uruena, M.
Calle, E. [1 ]
机构
[1] Univ Girona, Inst Informat & Applicat IIiA, Girona, Spain
关键词
D O I
暂无
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Online gaming connects players from all over the world together for fun and entertainment, and has been regarded as one of the most profitable and popular Internet services. Besides, there is a growing trend towards moving local applications to remote data centers: this is often referred to as the cloud. With the purpose of studying the impact of Cloud Gaming on the access network load, in this paper we carry out an empirical network traffic analysis of two well-known cloud gaming platforms: On-Live and Gaikai. Traffic traces have been collected and analysed from five different games of both platforms. Cloud gaming has been observed to be remarkably different from traditional online gaming in terms of network load and traffic characteristics. Moreover, the traces have revealed similarities between the two platforms regarding the packet size distribution, and differences concerning the packet inter-arrival times. However, each platform shows a similar traffic pattern for most of the games it serves. Nonetheless, the racing and shooter games considered in this work demand more bandwidth than other game-genres.
引用
收藏
页数:2
相关论文
共 50 条
  • [1] Balancing Cloud and Mobile Terminal: An Empirical Study on Decomposed Cloud Gaming
    Cai, Wei
    Zhu, Chaojie
    Chi, Yuanfang
    Leung, Victor C. M.
    2017 9TH IEEE INTERNATIONAL CONFERENCE ON CLOUD COMPUTING TECHNOLOGY AND SCIENCE (CLOUDCOM), 2017, : 1 - 8
  • [2] A comparative Study on Cloud Gaming Platforms
    Gharsallaoui, Rahma
    Hamdi, Mohamed
    Kim, Tai-Hoon
    2014 7TH CONFERENCE ON CONTROL AND AUTOMATION (CA), 2014, : 28 - 32
  • [3] Developing Cloud Business Models: A Case Study on Cloud Gaming
    Ojala, Arto
    Tyrvainen, Pasi
    IEEE SOFTWARE, 2011, 28 (04) : 42 - 47
  • [4] Cloud gaming: the future of gaming infrastructure
    Harle, Shrikant M.
    Bhadauria, Pradeep
    Bhagat, Amol
    Bhuskade, Shrikant
    Wankhade, Rajan
    Mohod, Milind
    INTERNATIONAL JOURNAL OF INTELLIGENT ENGINEERING INFORMATICS, 2024, 12 (04)
  • [5] Is Cloud Gaming the Future of the Gaming Industry?
    Mariano, Bryce
    Koo, Simon G. M.
    2015 SEVENTH INTERNATIONAL CONFERENCE ON UBIQUITOUS AND FUTURE NETWORKS, 2015, : 969 - 972
  • [6] An Empirical Study of Ageing in the Cloud
    Shreedhar, Tanya
    Kaul, Sanjit K.
    Yates, Roy D.
    IEEE CONFERENCE ON COMPUTER COMMUNICATIONS WORKSHOPS (IEEE INFOCOM WKSHPS 2021), 2021,
  • [7] Cloud gaming: a survey
    Trejos, F. D.
    Alzate, N.
    ENTRE CIENCIA E INGENIERIA, 2016, (20): : 82 - 91
  • [8] The Future of Cloud Gaming
    Cai, Wei
    Shea, Ryan
    Huang, Chun-Ying
    Chen, Kuan-Ta
    Liu, Jiangchuan
    Leung, Victor C. M.
    Hsu, Cheng-Hsin
    PROCEEDINGS OF THE IEEE, 2016, 104 (04) : 687 - 691
  • [9] Online Gaming in the Cloud
    Prodan, Radu
    Nae, Vlad
    Fahringer, Thomas
    ERCIM NEWS, 2010, (83): : 47 - 48
  • [10] Timely Cloud Gaming
    Yates, Roy D.
    Tavan, Mehrnaz
    Hu, Yi
    Raychaudhuri, Dipankar
    IEEE INFOCOM 2017 - IEEE CONFERENCE ON COMPUTER COMMUNICATIONS, 2017,