A measurement study on achieving imperceptible latency in mobile cloud gaming

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

14 Citations (Scopus)


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 languageEnglish
Title of host publicationProceedings of the 8th ACM on Multimedia Systems Conference
ISBN (Electronic)978-1-4503-5002-0
Publication statusPublished - 2017
MoE publication typeA4 Article in a conference publication
EventACM Multimedia Systems Conference - Taipei, Taiwan, Republic of China
Duration: 20 Jun 201723 Jun 2017
Conference number: 8


ConferenceACM Multimedia Systems Conference
Abbreviated titleMMSys
Country/TerritoryTaiwan, Republic of China


  • cloud gaming
  • latency
  • network measurements


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