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Authors: Ulrich Lampe 1 ; Qiong Wu 1 ; Ronny Hans 1 ; André Miede 2 and Ralf Steinmetz 1

Affiliations: 1 Technische Universität Darmstadt, Germany ; 2 HTW des Saarlandes, Germany

Keyword(s): Cloud Computing, Cloud Gaming, Quality of Service, Latency, Measurement.

Related Ontology Subjects/Areas/Topics: Cloud Applications Performance and Monitoring ; Cloud Computing ; Cloud Computing Enabling Technology ; Cloud Delivery Models ; Fundamentals ; Monitoring of Services, Quality of Service, Service Level Agreements ; Platforms and Applications

Abstract: With the emergence of cloud computing, diverse types of Information Technology services are increasingly provisioned through large data centers via the Internet. A relatively novel service category is cloud gaming, where video games are executed in the cloud and delivered to a client as audio/video stream. While cloud gaming substantially reduces the demand of computational power on the client side, thus enabling the use of thin clients, it may also affect the Quality of Service through the introduction of network latencies. In this work, we quantitatively examine this effect, using a self-developed measurement tool and a set of actual cloud gaming providers. For the two providers and three games in our experiment, we find absolute increases in latency between approximately 40 ms and 150 ms, or between 85% and 800% in relative terms.

CC BY-NC-ND 4.0

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Paper citation in several formats:
Lampe, U.; Wu, Q.; Hans, R.; Miede, A. and Steinmetz, R. (2013). To Frag or to Be Fragged - An Empirical Assessment of Latency in Cloud Gaming. In Proceedings of the 3rd International Conference on Cloud Computing and Services Science - CLOSER; ISBN 978-989-8565-52-5; ISSN 2184-5042, SciTePress, pages 5-12. DOI: 10.5220/0004345900050012

@conference{closer13,
author={Ulrich Lampe. and Qiong Wu. and Ronny Hans. and André Miede. and Ralf Steinmetz.},
title={To Frag or to Be Fragged - An Empirical Assessment of Latency in Cloud Gaming},
booktitle={Proceedings of the 3rd International Conference on Cloud Computing and Services Science - CLOSER},
year={2013},
pages={5-12},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0004345900050012},
isbn={978-989-8565-52-5},
issn={2184-5042},
}

TY - CONF

JO - Proceedings of the 3rd International Conference on Cloud Computing and Services Science - CLOSER
TI - To Frag or to Be Fragged - An Empirical Assessment of Latency in Cloud Gaming
SN - 978-989-8565-52-5
IS - 2184-5042
AU - Lampe, U.
AU - Wu, Q.
AU - Hans, R.
AU - Miede, A.
AU - Steinmetz, R.
PY - 2013
SP - 5
EP - 12
DO - 10.5220/0004345900050012
PB - SciTePress