Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming

@article{Lee2015OutatimeUS,
  title={Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming},
  author={Kyungmin Lee and David Chu and Eduardo Cuervo and Johannes Kopf and Yu.G. Degtyarev and Sergey Grizan and Alec Wolman and Jason Flinn},
  journal={Proceedings of the 13th Annual International Conference on Mobile Systems, Applications, and Services},
  year={2015}
}
  • Kyungmin Lee, David Chu, J. Flinn
  • Published 18 May 2015
  • Computer Science
  • Proceedings of the 13th Annual International Conference on Mobile Systems, Applications, and Services
Gaming on phones, tablets and laptops is very popular. Cloud gaming - where remote servers perform game execution and rendering on behalf of thin clients that simply send input and display output frames - promises any device the ability to play any game any time. Unfortunately, the reality is that wide-area network latencies are often prohibitive; cellular, Wi-Fi and even wired residential end host round trip times (RTTs) can exceed 100ms, a threshold above which many gamers tend to deem… 
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