Home // AICT 2019, The Fifteenth Advanced International Conference on Telecommunications // View article
Evaluating Streaming and Latency Compensation in a Cloud-based Game
Authors:
Jiawei Sun
Mark Claypool
Keywords: latency compensation; QoE; cloud-based games
Abstract:
The growth in cloud computing and network connectivity brings the opportunity for cloud-based game systems where players interact through a lightweight client that only displays rendered frames and captures input, while the heavyweight game processing happens on the cloud server. Compared to traditional game systems, cloud-based game systems present challenges in handling network latency and bitrate requirements. This work uses Drizzle, a custom cloud-based game system, to evaluate: 1) time warp to compensate for latency, and 2) graphics streaming to reduce network bitrates. A 30-person user study shows time warp mitigates the effects of latency on player performance, and system experiments show graphics streaming provides bitrate reductions compared to the video streaming typically used by commercial cloud-based game systems.
Pages: 68 to 73
Copyright: Copyright (c) IARIA, 2019
Publication date: July 28, 2019
Published in: conference
ISSN: 2308-4030
ISBN: 978-1-61208-727-6
Location: Nice, France
Dates: from July 28, 2019 to August 2, 2019