Thin to win? Network performance analysis of the OnLive thin client game system

M. Claypool, D. Finkel, Alexander Grant, Michael Solano
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引用次数: 86

Abstract

The growth in network bitrates and server-based processing has provided a renewed opportunity for thin client games, where the server does heavy-weight computations, sending only the visual game frames to the client, and the client displays frames, sending only the user actions to the server. Understanding the traffic characteristics of thin client games is important for building traffic models and classifiers and planning network infrastructures to meet future demand. This paper provides the first detailed study of the network characteristics of OnLive, a commercially available thin client game system. Carefully designed experiments measure OnLive game traffic for several game genres, analyzing the bitrates, packet sizes and inter-packet times for both upstream and downstream game traffic, with comparisons to traditional game clients and streaming video. Results indicate OnLive rapidly sends large packets downstream, similar but still significantly different than live video. OnLive less frequently sends much smaller packets upstream, significantly different than traditional game client traffic. The results should be a useful beginning for building effective traffic models and classifiers, and for preparing end-host networks to support this upcoming generation of computer games.
想赢吗?OnLive瘦客户端游戏系统的网络性能分析
网络比特率和基于服务器的处理的增长为瘦客户端游戏提供了新的机会,其中服务器执行重计算,仅向客户端发送视觉游戏帧,客户端显示帧,仅向服务器发送用户操作。了解瘦客户机游戏的流量特征对于构建流量模型和分类器以及规划网络基础设施以满足未来需求非常重要。本文首次详细研究了OnLive的网络特性,OnLive是一个市售的瘦客户端游戏系统。精心设计的实验测量了几种游戏类型的OnLive游戏流量,分析了上游和下游游戏流量的比特率、数据包大小和数据包间时间,并与传统游戏客户端和流媒体视频进行了比较。结果表明,OnLive快速向下游发送大数据包,与直播视频相似,但仍有明显不同。OnLive不太频繁地向上游发送小得多的数据包,这与传统游戏客户端流量明显不同。这些结果对于构建有效的流量模型和分类器,以及准备支持即将到来的计算机游戏的终端主机网络,应该是一个有用的开端。
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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