On the performance of wide-area thin-client computing
ACM Transactions on Computer Systems (TOCS)
How sensitive are online gamers to network quality?
Communications of the ACM - Entertainment networking
Latency and player actions in online games
Communications of the ACM - Entertainment networking
QoS-Aware Revenue-Cost Optimization for Latency-Sensitive Services in IaaS Clouds
DS-RT '12 Proceedings of the 2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications
Streaming directx-based games on windows
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Game as video: bit rate reduction through adaptive object encoding
Proceeding of the 23rd ACM Workshop on Network and Operating Systems Support for Digital Audio and Video
GamingAnywhere: an open cloud gaming system
Proceedings of the 4th ACM Multimedia Systems Conference
The brewing storm in cloud gaming: a measurement study on cloud to end-user latency
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Are all games equally cloud-gaming-friendly?: an electromyographic approach
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
An empirical study of cloud gaming
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
GamingAnywhere: an open-source cloud gaming testbed
Proceedings of the 21st ACM international conference on Multimedia
GamingAnywhere: The first open source cloud gaming system
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP) - Special issue of best papers of ACM MMSys 2013 and ACM NOSSDAV 2013
A Local Heuristic for Latency-Optimized Distributed Cloud Deployment
UCC '13 Proceedings of the 2013 IEEE/ACM 6th International Conference on Utility and Cloud Computing
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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 platforms 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 address the question, we analyze the response latency of two cloud gaming platforms, namely, OnLive and StreamMyGame. Our results show that the streaming latency of OnLive 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.