Title :
Understanding the performance of thin-client gaming
Author :
Chang, Yu-Chun ; Tseng, Po-Han ; Chen, Kuan-Ta ; Lei, Chin-Laung
Author_Institution :
Dept. of Electr. Eng., Nat. Taiwan Univ., Taipei, Taiwan
Abstract :
The thin-client model is considered a good fit for online gaming. As modern games normally require tremendous computing and rendering power at the game client, deploying games with such models can transfer the burden of hardware upgrades from players to game operators. As a result, there are a variety of solutions proposed for thin-client gaming today. However, little is known about the performance of such thin-client systems in different scenarios, and there is no systematic means yet to conduct such analysis. In this paper, we propose a methodology for quantifying the performance of thin-clients on gaming, even for thin-clients which are close-sourced. Taking a classic game, Ms. Pac-Man, and three popular thin-clients, LogMeIn, TeamViewer, and UltraVNC, as examples, we perform a demonstration study and determine that 1) display frame rate and frame distortion are both critical to gaming; and 2) different thin-client implementations may have very different levels of robustness against network impairments. Generally, LogMeIn performs best when network conditions are reasonably good, while TeamViewer and UltraVNC are the better choices under certain network conditions.
Keywords :
computer games; LogMeIn; Ms. Pac-Man; TeamViewer; UltraVNC; computing power; frame distortion; frame rate display; game operators; network impairments; online gaming; rendering power; thin client gaming performance; Bandwidth; Computational modeling; Delay; Games; Predictive models; Servers;
Conference_Titel :
Communications Quality and Reliability (CQR), 2011 IEEE International Workshop Technical Committee on
Conference_Location :
Naples, FL
Print_ISBN :
978-1-4577-1297-5
Electronic_ISBN :
978-1-4577-1296-8
DOI :
10.1109/CQR.2011.5996092