• DocumentCode
    69797
  • Title

    Cloud gaming: architecture and performance

  • Author

    Shea, Ryan ; Jiangchuan Liu ; Ngai, Edith ; Yong Cui

  • Author_Institution
    Simon Fraser Univ., Burnaby, BC, Canada
  • Volume
    27
  • Issue
    4
  • fYear
    2013
  • fDate
    July-August 2013
  • Firstpage
    16
  • Lastpage
    21
  • Abstract
    Recent advances in cloud technology have turned the idea of cloud gaming into a reality. Cloud gaming, in its simplest form, renders an interactive gaming application remotely in the cloud and streams the scenes as a video sequence back to the player over the Internet. This is an advantage for less powerful computational devices that are otherwise incapable of running high-quality games. Such industrial pioneers as Onlive and Gaikai have seen success in the market with large user bases. In this article, we conduct a systematic analysis of state-of-the-art cloud gaming platforms, and highlight the uniqueness of their framework design. We also measure their real world performance with different types of games, for both interaction latency and streaming quality, revealing critical challenges toward the widespread deployment of cloud gaming.
  • Keywords
    cloud computing; computer games; image sequences; interactive video; rendering (computer graphics); video streaming; Internet; cloud gaming; cloud technology; interaction latency; remote interactive gaming application rendering; scene; user base; video sequence; video streaming quality; Cloud computing; Database systems; Games; Image quality; PSNR; Rendering (computer graphics); Streaming media;
  • fLanguage
    English
  • Journal_Title
    Network, IEEE
  • Publisher
    ieee
  • ISSN
    0890-8044
  • Type

    jour

  • DOI
    10.1109/MNET.2013.6574660
  • Filename
    6574660