On the Quality of Service of Cloud Gaming Systems

@article{Chen2014OnTQ,
  title={On the Quality of Service of Cloud Gaming Systems},
  author={Kuan-Ta Chen and Yu-Chun Chang and Hwai-Jung Hsu and De-Yu Chen and Chun-Ying Huang and Cheng-Hsin Hsu},
  journal={IEEE Transactions on Multimedia},
  year={2014},
  volume={16},
  pages={480-495}
}
Cloud gaming, i.e., real-time game playing via thin clients, relieves users from being forced to upgrade their computers and resolve the incompatibility issues between games and computers. As a result, cloud gaming is generating a great deal of interests among entrepreneurs, venture capitalists, general publics, and researchers. However, given the large design space, it is not yet known which cloud gaming system delivers the best user-perceived Quality of Service (QoS) and what design elements… 
QoE-driven performance analysis of cloud gaming services
  • Zi-Yi Wen, Hsu-Feng Hsiao
  • Computer Science
    2014 IEEE 16th International Workshop on Multimedia Signal Processing (MMSP)
  • 2014
TLDR
By combining subjective and objective evaluation results, cloud gaming system developers can infer possible results of QoE levels based on the measured QoS factors, which are one of the crucial ingredients in the success of cloud gaming services.
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The frame age is the most important QoS metric for predicting in-game performance and QoE, and that spikes in the frame age caused by large frame transfers can have extended negative impact as they can cause processing backlogs.
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This paper adopts an open source cloud gaming platform, GamingAnywhere, to conduct extensive experiments on real mobile devices, and shows several insights that shed some light on further enhancements of the emerging mobile cloud gaming platforms.
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