Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A traffic model for the Xbox game Halo 2
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
On the performance of wide-area thin-client computing
ACM Transactions on Computer Systems (TOCS)
pTHINC: a thin-client architecture for mobile wireless web
Proceedings of the 15th international conference on World Wide Web
Youtube traffic characterization: a view from the edge
Proceedings of the 7th ACM SIGCOMM conference on Internet measurement
A hybrid thin-client protocol for multimedia streaming and interactive gaming applications
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Computer Networks: The International Journal of Computer and Telecommunications Networking
Latency can kill: precision and deadline in online games
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
ACM SIGCOMM Computer Communication Review
Measurement study of multi-party video conferencing
NETWORKING'10 Proceedings of the 9th IFIP TC 6 international conference on Networking
Video telephony for end-consumers: measurement study of Google+, iChat, and Skype
Proceedings of the 2012 ACM conference on Internet measurement conference
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The growth in network bitrates and server-based processing has provided a renewed opportunity for thin client games, where the server does heavy-weight computations, sending only the visual game frames to the client, and the client displays frames, sending only the user actions to the server. Understanding the traffic characteristics of thin client games is important for building traffic models and classifiers and planning network infrastructures to meet future demand. This paper provides the first detailed study of the network characteristics of OnLive, a commercially available thin client game system. Carefully designed experiments measure OnLive game traffic for several game genres, analyzing the bitrates, packet sizes and inter-packet times for both upstream and downstream game traffic, with comparisons to traditional game clients and streaming video. Results indicate OnLive rapidly sends large packets downstream, similar but still significantly different than live video. OnLive less frequently sends much smaller packets upstream, significantly different than traditional game client traffic. The results should be a useful beginning for building effective traffic models and classifiers, and for preparing end-host networks to support this upcoming generation of computer games.