The brewing storm in cloud gaming: A measurement study on cloud to end-user latency

Sharon Choy, B. Wong, G. Simon, C. Rosenberg
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引用次数: 184

Abstract

Cloud computing has been a revolutionary force in changing the way organizations deploy web applications and services. However, many of cloud computing's core design tenets, such as consolidating resources into a small number of datacenters and fine-grain partitioning of general purpose computing resources, conflict with an emerging class of multimedia applications that is highly latency sensitive and requires specialized hardware, such as graphic processing units (GPUs) and fast memory. In this paper, we look closely at one such application, namely, on-demand gaming (also known as cloud gaming), that has the potential to radically change the multi-billion dollar video game industry. We demonstrate through a large-scale measurement study that the current cloud computing infrastructure is unable to meet the strict latency requirements necessary for acceptable game play for many end-users, thus limiting the number of potential users for an on-demand gaming service. We further investigate the impact of augmenting the current cloud infrastructure with servers located near the end-users, such as those found in content distribution networks, and show that the user coverage significantly increases even with the addition of only a small number of servers.
云游戏中的酝酿风暴:云对终端用户延迟的测量研究
云计算已经成为改变组织部署web应用程序和服务方式的革命性力量。然而,云计算的许多核心设计原则(例如将资源整合到少数数据中心和对通用计算资源进行细粒度分区)与新兴的一类多媒体应用程序相冲突,这些应用程序对延迟高度敏感,需要专门的硬件,例如图形处理单元(gpu)和快速内存。在本文中,我们将仔细研究一种这样的应用,即按需游戏(也称为云游戏),它有可能从根本上改变数十亿美元的电子游戏产业。我们通过大规模测量研究证明,当前的云计算基础设施无法满足许多最终用户可接受的游戏玩法所必需的严格延迟要求,从而限制了按需游戏服务的潜在用户数量。我们进一步调查了使用位于最终用户附近的服务器(例如在内容分发网络中发现的服务器)增加当前云基础设施的影响,并表明即使只增加少量服务器,用户覆盖率也会显着增加。
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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