基于云的游戏流对网络拥塞的响应测量

Xiaokun Xu, M. Claypool
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引用次数: 2

摘要

基于云的游戏流已经成为一种可行的方式,只要有良好的网络连接,就可以在任何地方玩游戏。虽然之前的研究已经研究了游戏流流量的网络湍流,但迄今为止还没有研究基于云的游戏流如何响应拥挤网络上的竞争连接。本文提出了测量和比较三种流行的商业流媒体服务(Google Stadia, NVidia GeForce Now和Amazon Luna)在拥挤网络上与TCP流竞争的网络响应的实验。对比特率、损耗和延迟的分析表明,这三种系统对网络拥塞的适应不同,对共享瓶颈链路的竞争TCP流的公平性也不同。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Measurement of the responses of cloud-based game streaming to network congestion
Cloud-based game streaming has emerged as a viable way to play games anywhere with a good network connection. While previous research has studied the network turbulence of game streaming traffic, there is as of yet no work exploring how cloud-based game streaming responds to rival connections on a congested network. This paper presents experiments measuring and comparing the network response for three popular commercial streaming services - Google Stadia, NVidia GeForce Now, and Amazon Luna - competing with TCP flows on a congested network. Analysis of the bitrates, loss and latency show that the three systems have different adaptations to network congestion and vary in their fairness to competing TCP flows sharing a bottleneck link.
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