336 research outputs found

    Congestion control for cloud gaming over udp based on round-Trip video latency

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    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other worksWe describe a network congestion control mechanism for cloud gaming (CG) platforms based on the user datagram protocol (UDP). To minimize the contribution of the downstream transmission delay to the total end-To-end latency in the interaction-perception loop, we first define the round-Trip video latency (RTVL) and develop a congestion model. Based on them, we design and implement an adaptation strategy that detects the early stages of congestion to prevent high values of RTVL and network bufferbloat, thus avoiding packet losses. Using data measured from the network, our strategy modifies the target output bitrate of the video encoder to throttle down or upto the data flow sent by the server to the client. In the presence of sudden downstream channel capacity drops of over 40%, our algorithm reactively manages to satisfy the key CG requirements for interactive games by entirely avoiding the packet losses and keeping the RTVL below 100 ms. In reasonably stable network conditions, our algorithm proactively keeps exploring for higher bitrates and building a 'network state dictionary,' due to which it achieves an effective downstream channel capacity use of 95%This work was supported in part by the Ministerio de Ciencia, Innovación y Universidades (AEI/FEDER) of the Spanish Government through the Project ‘‘Open Graphics Gaming Cloud’’ under Grant RTC-2016-5676-7 and the Project ‘‘Immersive Visual Media Environments’’ under Grant TEC2016-7598

    Cloud-gaming:Analysis of Google Stadia traffic

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    Interactive, real-time, and high-quality cloud video games pose a serious challenge to the Internet due to simultaneous high-throughput and low round trip delay requirements. In this paper, we investigate the traffic characteristics of Stadia, the cloud-gaming solution from Google, which is likely to become one of the dominant players in the gaming sector. To do that, we design several experiments, and perform an extensive traffic measurement campaign to obtain all required data. Our first goal is to gather a deep understanding of Stadia traffic characteristics by identifying the different protocols involved for both signalling and video/audio contents, the traffic generation patterns, and the packet size and inter-packet time probability distributions. Then, our second goal is to understand how different Stadia games and configurations, such as the video codec and the video resolution selected, impact on the characteristics of the generated traffic. Finally, we aim to evaluate the ability of Stadia to adapt to different link capacity conditions, including those cases where the capacity drops suddenly. Our results and findings, besides illustrating the characteristics of Stadia traffic, are also valuable for planning and dimensioning future networks, as well as for designing new resource management strategies

    Managing Network Delay for Browser Multiplayer Games

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    Latency is one of the key performance elements affecting the quality of experience (QoE) in computer games. Latency in the context of games can be defined as the time between the user input and the result on the screen. In order for the QoE to be satisfactory the game needs to be able to react fast enough to player input. In networked multiplayer games, latency is composed of network delay and local delays. Some major sources of network delay are queuing delay and head-of-line (HOL) blocking delay. Network delay in the Internet can be even in the order of seconds. In this thesis we discuss what feasible networking solutions exist for browser multiplayer games. We conduct a literature study to analyze the Differentiated Services architecture, some salient Active Queue Management (AQM) algorithms (RED, PIE, CoDel and FQ-CoDel), the Explicit Congestion Notification (ECN) concept and network protocols for web browser (WebSocket, QUIC and WebRTC). RED, PIE and CoDel as single-queue implementations would be sub-optimal for providing low latency to game traffic. FQ-CoDel is a multi-queue AQM and provides flow separation that is able to prevent queue-building bulk transfers from notably hampering latency-sensitive flows. WebRTC Data-Channel seems promising for games since it can be used for sending arbitrary application data and it can avoid HOL blocking. None of the network protocols, however, provide completely satisfactory support for the transport needs of multiplayer games: WebRTC is not designed for client-server connections, QUIC is not designed for traffic patterns typical for multiplayer games and WebSocket would require parallel connections to mitigate the effects of HOL blocking

    Online Gaming Performance Evaluation over Starlink Satellite Broadband

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    This thesis studies the performance and the Quality of Experience (QoE) of online gaming over the Starlink satellite network and compares it to terrestrial access technologies. Satellite broadband provides an opportunity to play games online from areas where traditional access networks are insufficient or not available. Modern games require certain standards of network performance, and games of different game genres have different requirements for certain metrics. Said metrics and how Starlink performs are investigated in this thesis. Our work provides results from experimental scenarios in two games from different game genres. The objective of this work is to evaluate the performance of online gaming through Starlink, and if the QoE meets the expectations of players

    Online Gaming Performance Evaluation over Starlink Satellite Broadband

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    This thesis studies the performance and the Quality of Experience (QoE) of online gaming over the Starlink satellite network and compares it to terrestrial access technologies. Satellite broadband provides an opportunity to play games online from areas where traditional access networks are insufficient or not available. Modern games require certain standards of network performance, and games of different game genres have different requirements for certain metrics. Said met- rics and how Starlink performs are investigated in this thesis. Our work provides results from experimental scenarios in two games from different game genres. The objective of this work is to evaluate the performance of online gaming through Starlink, and if the QoE meets the expectations of players

    Online Gaming Performance Evaluation over Starlink Satellite Broadband

    Get PDF
    This thesis studies the performance and the Quality of Experience (QoE) of online gaming over the Starlink satellite network and compares it to terrestrial access technologies. Satellite broadband provides an opportunity to play games online from areas where traditional access networks are insufficient or not available. Modern games require certain standards of network performance, and games of different game genres have different requirements for certain metrics. Said met- rics and how Starlink performs are investigated in this thesis. Our work provides results from experimental scenarios in two games from different game genres. The objective of this work is to evaluate the performance of online gaming through Starlink, and if the QoE meets the expectations of players

    Business Case and Technology Analysis for 5G Low Latency Applications

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    A large number of new consumer and industrial applications are likely to change the classic operator's business models and provide a wide range of new markets to enter. This article analyses the most relevant 5G use cases that require ultra-low latency, from both technical and business perspectives. Low latency services pose challenging requirements to the network, and to fulfill them operators need to invest in costly changes in their network. In this sense, it is not clear whether such investments are going to be amortized with these new business models. In light of this, specific applications and requirements are described and the potential market benefits for operators are analysed. Conclusions show that operators have clear opportunities to add value and position themselves strongly with the increasing number of services to be provided by 5G.Comment: 18 pages, 5 figure
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