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Cloud Gaming: A QoE Study of Fast-paced Single-player and Multiplayer Gaming
Linköping University.
Linköping University.
Linköping University, Department of Computer and Information Science, Database and information techniques. Linköping University, Faculty of Science & Engineering.ORCID iD: 0000-0003-1367-1594
2020 (English)In: 2020 IEEE/ACM 13TH INTERNATIONAL CONFERENCE ON UTILITY AND CLOUD COMPUTING (UCC 2020), Institute of Electrical and Electronics Engineers (IEEE), 2020, p. 34-45Conference paper, Published paper (Refereed)
Abstract [en]

Cloud computing offers an attractive solution for modern computer games. By moving the increasingly demanding graphical calculations (e.g., generation of realtime video streams) to the cloud, consumers can play games using small, cheap devices. While cloud gaming has many advantages and is increasingly deployed, not much work has been done to understand the underlying factors impacting players user experience when moving the processing to the cloud. In this paper, we study the impact of the quality of service (QoS) factors most affecting the players quality of experience (QoE) and in-game performance. In particular, these relationships are studied from multiple perspectives using complementing analysis methods applied on the data collected via instrumented user tests. During the tests, we manipulated the players network conditions and collected low-level QoS metrics and in-game performance, and after each game, the users answered questions capturing their QoE. New insights are provided using different correlation/auto-correlation/cross-correlation statistics, regression models, and a thorough break-down of the QoS metric most strongly correlated with the users QoE. We find that 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. The study emphasizes the need to carefully consider and optimize the parts making up the frame age, including dependencies between the processing steps. By lowering the frame age, more enjoyable gaming experiences can be provided.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2020. p. 34-45
Series
International Conference on Utility and Cloud Computing, ISSN 2373-6860
Keywords [en]
Cloud computing; cloud gaming; QoE; frame age; single-player; multiplayer; gaming; fast-paced; performance
National Category
Media Engineering
Identifiers
URN: urn:nbn:se:liu:diva-173524DOI: 10.1109/UCC48980.2020.00023ISI: 000612685800004Scopus ID: 2-s2.0-85099538396ISBN: 9780738123943 (electronic)ISBN: 9780738123950 (print)OAI: oai:DiVA.org:liu-173524DiVA, id: diva2:1530119
Conference
13th IEEE/ACM International Conference on Utility and Cloud Computing (UCC), ELECTR NETWORK, dec 07-10, 2020
Note

Funding Agencies|Swedish Research Council (VR)Swedish Research Council

Available from: 2021-02-21 Created: 2021-02-21 Last updated: 2021-04-26Bibliographically approved

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Flinck Lindström, SebastianWetterberg, MarkusCarlsson, Niklas
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CiteExportLink to record
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Citation style
  • apa
  • ieee
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More styles
Language
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  • Other locale
More languages
Output format
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  • text
  • asciidoc
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