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Abstract
Cloud gaming is a relatively new paradigm in which the game is rendered in the cloud and is streamed to an end-user device through a thin client. Latency is a key challenge for cloud gaming. In order to optimize the end-to-end latency, it is first necessary to understand how the end-to-end latency builds up from the mobile device to the cloud gaming server. In this paper we dissect the delays occurring in the mobile device and measure access delays in various networks and network conditions. We also perform a Europe-wide latency measurement study to find the optimal server locations and see how the number of server locations affects the network delay. The results are compared to limits found for perceivable delays in recent human-computer interaction studies. We show that the limits can be achieved only with the latest mobile devices with specific control methods. In addition, we study the expected latency reduction by near future technological development and show that its potential impact is bigger on the end-to-end latency than that of replication of the service and server placement optimization.
Original language | English |
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Title of host publication | Proceedings of the 8th ACM on Multimedia Systems Conference |
Publisher | ACM |
Pages | 88-99 |
ISBN (Electronic) | 978-1-4503-5002-0 |
DOIs | |
Publication status | Published - 2017 |
MoE publication type | A4 Conference publication |
Event | ACM Multimedia Systems Conference - Taipei, Taiwan, Republic of China Duration: 20 Jun 2017 → 23 Jun 2017 Conference number: 8 |
Conference
Conference | ACM Multimedia Systems Conference |
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Abbreviated title | MMSys |
Country/Territory | Taiwan, Republic of China |
City | Taipei |
Period | 20/06/2017 → 23/06/2017 |
Keywords
- cloud gaming
- latency
- network measurements
Fingerprint
Dive into the research topics of 'A measurement study on achieving imperceptible latency in mobile cloud gaming'. Together they form a unique fingerprint.Projects
- 2 Finished
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PraNA: ProgrAmmable Network & Analytics
Ylä-Jääski, A. (Principal investigator)
01/09/2016 → 31/08/2018
Project: Business Finland: Other research funding
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Mobile Crowdsensing in Ubiquitous Cloud Environment
Ylä-Jääski, A. (Principal investigator)
01/09/2014 → 31/08/2017
Project: Academy of Finland: Other research funding