3,291 research outputs found

    Measuring the latency of cloud gaming systems

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    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

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    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

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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

    cISP: A Speed-of-Light Internet Service Provider

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    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

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    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
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