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| Content Provider | ACM Digital Library |
|---|---|
| Author | Hui, Pan Zhang, Wenxiao Siekkinen, Matti Kämäräinen, Teemu Ylä-Jääski, Antti |
| Abstract | Cloud gaming is a relatively new paradigm in which the game is rendered in the cloud and is streamed to an end-user device through a thin client. Latency is a key challenge for cloud gaming. In order to optimize the end-to-end latency, it is first necessary to understand how the end-to-end latency builds up from the mobile device to the cloud gaming server. In this paper we dissect the delays occurring in the mobile device and measure access delays in various networks and network conditions. We also perform a Europe-wide latency measurement study to find the optimal server locations and see how the number of server locations affects the network delay. The results are compared to limits found for perceivable delays in recent human-computer interaction studies. We show that the limits can be achieved only with the latest mobile devices with specific control methods. In addition, we study the expected latency reduction by near future technological development and show that its potential impact is bigger on the end-to-end latency than that of replication of the service and server placement optimization. |
| Starting Page | 88 |
| Ending Page | 99 |
| Page Count | 12 |
| File Format | |
| ISBN | 9781450350020 |
| DOI | 10.1145/3083187.3083191 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2017-06-20 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Subject Keyword | Network measurements Cloud gaming Latency |
| Content Type | Text |
| Resource Type | Article |
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