Are all games equally cloud-gaming-friendly?: an electromyographic approach

  • Authors:
  • Yeng-Ting Lee;Kuan-Ta Chen;Han-I Su;Chin-Laung Lei

  • Affiliations:
  • National Taiwan University and Institute of Information Science, Academia Sinica;Institute of Information Science, Academia Sinica;Institute of Information Science, Academia Sinica;National Taiwan University

  • Venue:
  • Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
  • Year:
  • 2012

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Abstract

Cloud gaming now makes any computer game playable on a thin client without the previous worries and frustrations about the hardware requirements. It frees players from the need to frequently upgrade their computers as they can now play games that are hosted on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on cloud servers and thin clients do not possess game state information that is required by delay compensation techniques. In this paper, we investigate how the response latency in cloud gaming would affect users' experience and how the impact of latency on players' experience varies among different games. We show that not all games are equally friendly to cloud gaming. That is, the same degree of latency may have very different impacts on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and the game screen dynamics. The model can be used to simultaneously enhance players' gaming experience and optimize the operation cost of data centers.