云游戏:快节奏单人和多人游戏的QoE研究

Sebastian Flinck Lindström, Markus Wetterberg, Niklas Carlsson
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引用次数: 10

摘要

云计算为现代电脑游戏提供了一个有吸引力的解决方案。通过将要求越来越高的图形计算(例如,生成实时视频流)转移到云端,消费者可以使用小型、廉价的设备玩游戏。虽然云游戏有许多优势,并且越来越多地被部署,但在了解将处理过程转移到云端时影响玩家用户体验的潜在因素方面,还没有做太多工作。在本文中,我们研究了影响玩家体验质量(QoE)和游戏表现的服务质量(QoS)因素。特别是,这些关系是从多个角度研究的,使用补充分析方法,应用于通过仪器化用户测试收集的数据。在测试期间,我们操纵玩家的网络条件并收集低级QoS指标和游戏内性能,并且在每场游戏之后,用户回答捕获他们的QoE的问题。使用不同的相关/自相关/交叉相关统计、回归模型以及与用户QoE相关性最强的QoS度量的彻底分解,提供了新的见解。我们发现帧龄是预测游戏性能和QoE的最重要的QoS指标,而由大帧传输引起的帧龄峰值可能会产生更大的负面影响,因为它们可能导致处理积压。该研究强调需要仔细考虑和优化组成车架的部件,包括加工步骤之间的依赖关系。通过降低帧龄,可以提供更有趣的游戏体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Cloud Gaming: A QoE Study of Fast-paced Single-player and Multiplayer Gaming
Cloud computing offers an attractive solution for modern computer games. By moving the increasingly demanding graphical calculations (e.g., generation of real-time video streams) to the cloud, consumers can play games using small, cheap devices. While cloud gaming has many advantages and is increasingly deployed, not much work has been done to understand the underlying factors impacting players’ user experience when moving the processing to the cloud. In this paper, we study the impact of the quality of service (QoS) factors most affecting the players’ quality of experience (QoE) and in-game performance. In particular, these relationships are studied from multiple perspectives using complementing analysis methods applied on the data collected via instrumented user tests. During the tests, we manipulated the players’ network conditions and collected low-level QoS metrics and in-game performance, and after each game, the users answered questions capturing their QoE. New insights are provided using different correlation/auto-correlation/cross-correlation statistics, regression models, and a thorough breakdown of the QoS metric most strongly correlated with the users’ QoE. We find that the frame age is the most important QoS metric for predicting in-game performance and QoE, and that spikes in the frame age caused by large frame transfers can have extended negative impact as they can cause processing backlogs. The study emphasizes the need to carefully consider and optimize the parts making up the frame age, including dependencies between the processing steps. By lowering the frame age, more enjoyable gaming experiences can be provided.
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