An empirical study of Cloud Gaming

M. Manzano, J. Hernández, M. Urueña, E. Calle
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引用次数: 47

Abstract

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.
云游戏的实证研究
在线游戏将来自世界各地的玩家连接在一起,以获得乐趣和娱乐,并被认为是最赚钱和最受欢迎的互联网服务之一。此外,将本地应用程序迁移到远程数据中心的趋势正在增长:这通常被称为云。本文以研究云游戏对接入网负载的影响为目的,对on - live和Gaikai这两个知名的云游戏平台进行了网络流量实证分析。我们收集并分析了这两个平台的5款不同游戏的流量轨迹。据观察,云游戏在网络负载和流量特征方面与传统在线游戏有很大不同。此外,跟踪还揭示了两个平台在数据包大小分布方面的相似之处,以及在数据包间隔到达时间方面的差异。然而,每个平台所提供的大多数游戏都呈现出相似的流量模式。尽管如此,本文考虑的赛车和射击游戏比其他游戏类型需要更多带宽。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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