Measuring the latency of cloud gaming systems
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Research note: Source models of network game traffic
Computer Communications
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Online gaming connects players from all over the world together for fun and entertainment, and has been regarded as one of the most profitable and popular Internet services. Besides, there is a growing trend towards moving local applications to remote data centers: this is often referred to as the cloud. With the purpose of studying the impact of Cloud Gaming on the access network load, in this paper we carry out an empirical network traffic analysis of two well-known cloud gaming platforms: On-Live and Gaikai. Traffic traces have been collected and analysed from five different games of both platforms. Cloud gaming has been observed to be remarkably different from traditional online gaming in terms of network load and traffic characteristics. Moreover, the traces have revealed similarities between the two platforms regarding the packet size distribution, and differences concerning the packet inter-arrival times. However, each platform shows a similar traffic pattern for most of the games it serves. Nonetheless, the racing and shooter games considered in this work demand more bandwidth than other game-genres.