cation is given by both tests.
All experiments were executed using the previ-
ously specified laptop computer in order to avoid mea-
surement inaccuracies due to hardware differences.
The different network connections were provided by
a major German telecommunications provider. No ar-
tificial network disturbances were introduced into the
measurement process.
3 EXPERIMENTAL RESULTS
AND DISCUSSION
The results of our experiment, i. e., observed mean la-
tencies, along with the corresponding confidence inter-
vals, are illustrated in Figures 1, 2, and 3 for the three
games respectively. In the appendix, we further pro-
vide corresponding box-and-whisker plots (Figures 4
through 6). In addition, Table 1 contains the detailed
results that have been the basis for the figures.
As can be seen, a local execution of the games
yields the lowest latencies, ranging from 22 ms for
Shadowgrounds to 44 ms for Trine. As it may have
been expected, the latencies significantly increase with
the novelty of the game. Because the remaining latency
components can be assumed constant, this indicates a
growth of computational complexity within the game
pipeline, i. e., the overall increase in latency can likely
be traced back to increased CPU and GPU time.
For cloud gaming provider A, we observe mean la-
tencies between approximately 65 ms and 130 ms. The
latencies significantly decrease with improved network
connectivity. Specifically, with respect to the cellular
networks, LTE is able to reduce the mean latency by
up to 35 ms compared to UMTS. A fixed-line connec-
tion, namely VSDL, yields a further reduction of up to
12 ms. In general, the latency increases diminish com-
pared to a local execution with the novelty of the game.
This indicates that the latency of the game pipeline
can, in fact, be reduced through the use of dedicated
hardware in the cloud data center (cf. Section 2.1).
However, the effect does not compensate for the net-
work delay in our test cases. Hence, regardless of the
game and network connection, provider A is not able
to compete with a local execution in terms of latency.
Depending on the network connection, cloud gaming
adds between 40 ms and 90 ms of latency for each
considered game. These differences are statistically
significant at the assumed confidence level of 95%.
For cloud gaming provider B, we find even higher
mean latencies between about 150 ms and 220 ms.
Once again, there is a significant reduction in these fig-
ures with improved network connectivity. Compared
to UMTS, LTE achieves a reduction of up to 29 ms,
which very similar to the results for cloud gaming
provider A. Likewise, VSDL shaves off between 9 ms
and 17 ms in latency in comparison to LTE. In con-
trast to provider A, we do not find a decreasing latency
margin with increasing novelty, i. e., computational
complexity, of the game. Thus, provider B is even
less capable than provider A of competing with a local
execution in terms of latency. Specifically, depending
on the game, provider B adds between 100 ms and
150 ms of latency. As for provider A, these increases
are statistically significant.
In summary, with respect to the research question
from Section 1, we conclude that cloud gaming has
a significant and negative impact on the QoS param-
eter of latency, compared to the local execution of a
game. Depending on the provider and network con-
nection, cloud gaming results in an latency increases
between 40 ms and 150 ms. In relative terms, the
increases amount to between 85% (Trine at CGP-A
using VDSL) and 828% (Shadowgrounds at CGP-B
using UMTS).
As previously explained, our focus in this work
was on QoS, i. e., objective quality figures. Thus, the
subjective perception of our results may substantially
differ between various player groups. According to
Dick et al., the mean tolerable latencies for an unim-
paired experience in a multi-player game are in the
range between 50 and 100 ms; maximal tolerable la-
tencies are approximately 50 ms higher, i. e., in the
order of 100 to 150 ms (Dick et al., 2005). User stud-
ies by Jarschel et al. also indicate that the Quality
of Experience (QoE) quickly drops with increasing
latency, specifically in fast-paced games such as rac-
ing simulations or first-person shooters (Jarschel et al.,
2011). Hence, based on the observed numbers, we
believe that cloud gaming is primarily attractive for
slow-paced games, as well as casual players who likely
have moderate QoS expectations compared to experi-
enced and sophisticated gamers.
Given the reliance on the Internet as delivery
medium, cloud gaming would likely profit from a shift
away from the best-effort philosophy towards sophis-
ticated QoS mechanisms. The development of such
mechanisms has been an active field of research for
many years, resulting in proposals such as Integrated
Services (IntServ) or Differentiated Services (DiffServ)
(Tanenbaum, 2003). However, past experience – for
example, with the rather sluggish introduction of IPv6
– has shown that many Internet service providers are
rather reluctant to make fundamental infrastructure
changes unless a pressing need arises. In addition,
as the ongoing debate about net neutrality shows, the
introduction of QoS management techniques on the In-
ternet is not merely a technical issue. For a more com-
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