Affiliation:
1. North Carolina State University, Raleigh, NC, USA
2. University of California, Santa Cruz, Santa Cruz, CA, USA
Abstract
Cloud gaming platforms have witnessed tremendous growth over the past two years with a number of large Internet companies including Amazon, Facebook, Google, Microsoft, and Nvidia publicly launching their own platforms. While cloud gaming platforms continue to grow, the visibility in their performance and relative comparison is lacking. This is largely due to absence of systematic measurement methodologies which can generally be applied. As such, in this paper, we implement DECAF, a methodology to systematically analyze and dissect the performance of cloud gaming platforms across different game genres and game platforms. DECAF is highly automated and requires minimum manual intervention. By applying DECAF, we measure the performance of three commercial cloud gaming platforms including Google Stadia, Amazon Luna, and Nvidia GeForceNow, and uncover a number of important findings. First, we find that processing delays in the cloud comprise majority of the total round trip delay experienced by users, accounting for as much as 73.54% of total user-perceived delay. Second, we find that video streams delivered by cloud gaming platforms are characterized by high variability of bitrate, frame rate, and resolution. Platforms struggle to consistently serve 1080p/60 frames per second streams across different game genres even when the available bandwidth is 8-20× that of platform's recommended settings. Finally, we show that game platforms exhibit performance cliffs by reacting poorly to packet losses, in some cases dramatically reducing the delivered bitrate by up to 6.6× when loss rates increase from 0.1% to 1%. Our work has important implications for cloud gaming platforms and opens the door for further research on comprehensive measurement methodologies for cloud gaming.
Funder
National Science Foundation
Publisher
Association for Computing Machinery (ACM)
Subject
Computer Networks and Communications,Hardware and Architecture,Safety, Risk, Reliability and Quality,Computer Science (miscellaneous)
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