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
Link To Document :
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