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.