3,291 research outputs found
Measuring the latency of cloud gaming systems
Cloud gaming, i.e., real-time game playing via thin clients, relieves players from the need to constantly upgrade their computers and deal with compatibility issues when playing games. As a result, cloud gaming is generating a great deal of interest among entrepreneurs and the public. However, given the large design space, it is not yet known which plat-forms deliver the best quality of service and which design elements constitute a good cloud gaming system. This study is motivated by the question: How good is the real-timeliness of current cloud gaming systems? To ad-dress the question, we analyze the response latency of two cloud gaming platforms, namely, OnLive and StreamMy-Game. Our results show that the streaming latency of On-Live is reasonable for real-time cloud gaming, while that of StreamMyGame is almost twice the former when the StreamMyGame server is provisioned using an Intel Core i7-920 PC. We believe that our measurement approach can be generally applied to PC-based cloud gaming platforms, and that it will further the understanding of such systems and lead to improvements
Quality of experience driven control of interactive media stream parameters
In recent years, cloud computing has led to many new kinds of services. One of these popular services is cloud gaming, which provides the entire game experience to the users remotely from a server, but also other applications are provided in a similar manner. In this paper we focus on the option to render the application in the cloud, thereby delivering the graphical output of the application to the user as a video stream. In more general terms, an interactive media stream is set up over the network between the user's device and the cloud server. The main issue with this approach is situated at the network, that currently gives little guarantees on the quality of service in terms of parameters such as available bandwidth, latency or packet loss. However, for interactive media stream cases, the user is merely interested in the perceived quality, regardless of the underlaying network situation. In this paper, we present an adaptive control mechanism that optimizes the quality of experience for the use case of a race game, by trading off visual quality against frame rate in function of the available bandwidth. Practical experiments verify that QoE driven adaptation leads to improved user experience compared to systems solely taking network characteristics into account
Business Case and Technology Analysis for 5G Low Latency Applications
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
cISP: A Speed-of-Light Internet Service Provider
Low latency is a requirement for a variety of interactive network
applications. The Internet, however, is not optimized for latency. We thus
explore the design of cost-effective wide-area networks that move data over
paths very close to great-circle paths, at speeds very close to the speed of
light in vacuum. Our cISP design augments the Internet's fiber with free-space
wireless connectivity. cISP addresses the fundamental challenge of
simultaneously providing low latency and scalable bandwidth, while accounting
for numerous practical factors ranging from transmission tower availability to
packet queuing. We show that instantiations of cISP across the contiguous
United States and Europe would achieve mean latencies within 5% of that
achievable using great-circle paths at the speed of light, over medium and long
distances. Further, we estimate that the economic value from such networks
would substantially exceed their expense
Shortcuts through Colocation Facilities
Network overlays, running on top of the existing Internet substrate, are of
perennial value to Internet end-users in the context of, e.g., real-time
applications. Such overlays can employ traffic relays to yield path latencies
lower than the direct paths, a phenomenon known as Triangle Inequality
Violation (TIV). Past studies identify the opportunities of reducing latency
using TIVs. However, they do not investigate the gains of strategically
selecting relays in Colocation Facilities (Colos). In this work, we answer the
following questions: (i) how Colo-hosted relays compare with other relays as
well as with the direct Internet, in terms of latency (RTT) reductions; (ii)
what are the best locations for placing the relays to yield these reductions.
To this end, we conduct a large-scale one-month measurement of inter-domain
paths between RIPE Atlas (RA) nodes as endpoints, located at eyeball networks.
We employ as relays Planetlab nodes, other RA nodes, and machines in Colos. We
examine the RTTs of the overlay paths obtained via the selected relays, as well
as the direct paths. We find that Colo-based relays perform the best and can
achieve latency reductions against direct paths, ranging from a few to 100s of
milliseconds, in 76% of the total cases; 75% (58% of total cases) of these
reductions require only 10 relays in 6 large Colos.Comment: In Proceedings of the ACM Internet Measurement Conference (IMC '17),
London, GB, 201
- …