Playing High-End Video Games in the Cloud: A Measurement Study


Cloud gaming has emerged as a promising approach to more reasonable and accessible games. By rendering high-end video games within the cloud and streaming encoded game scenes to players via the broadband networks, users are relieved from downloading or putting in game software. With cloud gaming, users will simply play high-end three-D video games on any devices anytime and anywhere. In this paper, we tend to conducted a comprehensive measurement study of a leading cloud gaming system in China, particularly, CloudUnion. Unlike the previous work, our measurement study was primarily based on an in-depth understanding of the internal mechanisms of CloudUnion, and thus we tend to were in a position to reveal issues that cannot be observed in a very black-box approach. We have a tendency to engineered a dedicated measurement platform, that enables us to check CloudUnion from different views, as well as the world read, local read, and user read. We have a tendency to also conducted a comparison study with another cloud gaming system, specifically, GamingAnywhere. Our measurement results unveil the execs and cons of the current cloud gaming system style, and bring forth vital insights concerning the cloud infrastructure, user behaviors, traffic patterns, user-perceived quality, and therefore on. Our work can be valuable for the planning of future cloud gaming systems.

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