Author : Sambhav Jain 1
Date of Publication :10th September 2020
Abstract: Cloud gaming, in its purest form, renders game scenes on powerful remote game servers located at the data center. These scenes are then transmitted over the internet to the players, and the players use thin clients installed on their device to interact with the game. Since the early 2000s, Cloud Gaming has allured a vast majority of industry and academia, thereby giving it the required uplift, it deserves. In this paper, we have discussed numerous advantages this state-of-the-art technology provides and also revealed some of the critical challenges that are needed to be addressed for it to become successful. We have also examined issues related to bandwidth requirement and the delay caused by high latency. This paper is an attempt to improve Quality of Experience (QoE) to augment user satisfaction, enjoyment and needs during online gaming.
- S. Choy, B. Wong, G. Simon, and C. Rosenberg, "The brewing storm in cloud gaming: A measurement study on cloud to end-user latency," 11th Annual Workshop on Network and Systems Support for Games (NetGames) IEEE, pp. 1-6, 2012.
- K. T. Chen, Y. C. Chang, H. J. Hsu, D. Y. Chen, C. Y. Huang, and C. H. Hsu, "On the quality of service of cloud gaming systems," IEEE Transactions on Multimedia 16, pp. 480-495, 2013.
- S. P. Chuah, C. Yuen, and N. M. Cheung, "Cloud gaming: A green solution to massive multiplayer online games," IEEE Wireless Communications 21, pp. 78-87, 2014.
- M. Manzano, J. A. Hernandez, M. Uruena, and E. Calle, "An empirical study of cloud gaming," 11th Annual Workshop on Network and Systems Support for Games (NetGames) IEEE, pp. 1-2, 2012.
- OnLive web page, January 2015, http://www.onlive.com/.
- GaiKai web page, January 2015, http://www.gaikai.com/.
- G-cluster web page, January 2015, http://www.gcluster.com/eng.
- Ubitus web page, January 2015, http://www.ubitus.net.
- I. Lunden, "Sony Is Buying OnLive’s 140 Cloud Gaming Patents And Other Tech, OnLive To Close April 30 (AOL Inc ed.)," (2015).
- Cloud gaming adoption is accelerating . . . and fast!, July 2012. http://www.nttcom.tv/2012/07/09/ cloudgaming-adoption-is-acceleratingand-fast/.
- PlayStation Now web page, May 2020, http://www.playstation.com/ enus/explore/playstationnow/.
- GeForce Now web page, May 2020, https://www.nvidia.com/en-us/geforce-now/.
- Google Stadia web page, May 2020, https://stadia.google.com/.
- Microsoft and Sony teaming for future of gaming, May 2019, https://www.theverge.com/2019/5/20/18632374/micr osoft-sony=cloud-gaming-partnership-amazongoogle/.
- Google says Stadia games will remain playable even if publishers stop supporting the platform, July 2019, https://www.theverge.com/2019/5/20/18632374/micr osoft-sony=cloud-gaming-partnership-amazongoogle/.
- R. Shea, J. Liu, C. H. Edith, and Y. Cui, "Cloud gaming: architecture and performance," IEEE network 27, pp. 16-21, 2013.
- M. Jarschel, D. Schlosser, S. Scheuring, and T. Hoßfeld, "An evaluation of QoE in cloud gaming based on subjective tests," Fifth International Conference on Innovative Mobile and Internet Services in Ubiquitous Computing, pp. 330-335, 2011.
- X. Zhang, H. Chen, Y. Zhao, Z. Ma, Y. Xu, H. Huang, H. Yin, and D. O. Wu, "Improving cloud gaming experience through mobile edge computing," IEEE Wireless Communications 26, pp. 178-183, 2019.
- X. Chen, L. Jiao, W. Li, and X. Fu, "Efficient multiuser computation offloading for mobile-edge cloud computing," IEEE/ACM Transactions on Networking 24, pp. 2795-2808, 2015.
- D. Y. Chen, and E. Z. Magda, "A framework for adaptive residual streaming for single-player cloud gaming," ACM Transactions on Multimedia Computing, Communications, and Applications, pp.1-23, 2019.
- R. Ewelle, Y. Francillette, G. Mahdi, A. Gouaich, and N. Hocine, "Level of detail based network adapted synchronization for cloud gaming," In Proceedings of CGAMES'2013 USA, pp. 111-118, 2013.
- A. A. Laghari, H. He, K. A. Memon, R. A. Laghari, I. A. Halepoto, and A. Khan, "Quality of experience (QoE) in cloud gaming models: A review," Multiagent and Grid Systems 15, pp. 289- 304, 2019.
- S. Zadtootaghaj, S. Schmidt, and S. Möller, "Modeling gaming QoE: Towards the impact of frame rate and bit rate on cloud gaming," Tenth International Conference on Quality of Multimedia Experience (QoMEX), pp. 1-6. IEEE, 2018.
- G. K. Illahi, G. Karam, T. V. Gemert, M. Siekkinen, E. Masala, A. Oulasvirta, and A. Ylä-Jääski, "Cloud Gaming with Foveated Video Encoding," ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) 16, pp. 1-24, 2020.
- B. A. Wandell, “Foundations of Vision”, Vol. 8. Sinauer Associates, Sunderland, MA, 1995.
- M. Hegazy, K. Diab, M. Saeedi, B. Ivanovic, I. Amer, Y. Liu, G. Sines, and M. Hefeeda, "Contentaware video encoding for cloud gaming," Proceedings of the 10th ACM multimedia systems conference, pp. 60-73, 2019.
- S. Ladewig, S. Lins, and A. Sunyaev, "Are we ready to play in the cloud? Developing new quality certifications to tackle challenges of cloud gaming services," 2019 IEEE 21st conference on business informatics (CBI), vol. 1, pp. 231-240, 2019.
- W. Cai, C. Zhou, V. C. Leung, and M. Chen, "A cognitive platform for mobile cloud gaming," IEEE 5th International Conference on Cloud Computing Technology and Science, pp. 72-79, 2013.
- G. Premsankar, M. D. Francesco, and T. Taleb, "Edge computing for the Internet of Things: A case study," IEEE Internet of Things Journal 5, pp. 1275- 1284, 2018.
- M. Amiri, H. A. Osman, S. Shirmohammadi, and M. Abdallah, "An SDN controller for delay and jitter reduction in cloud gaming," Proceedings of the 23rd ACM international conference on Multimedia, pp. 1043-1046, 2015