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 constitute a good cloud gaming system. This study is motivated by the question: How good is the QoS of current cloud gaming systems?Answering the question is challenging because most cloud gaming systems are proprietary and closed, and thus their internal mechanisms are not accessible for the research community. In this paper, we propose a suite of measurement techniques to evaluate the QoS of cloud gaming systems and prove the effectiveness of our schemes using a case study comprising two well-known cloud gaming systems:OnLive and StreamMyGame. Our results show that OnLive performs better, because it provides adaptable frame rates, better graphic quality, and shorter server processing delays, while consuming less network bandwidth. Our measurement techniques are general and can be applied to any cloud gaming systems, so that researchers, users, and service providers may systematically quantify the QoS of these systems.To the best of our knowledge, the proposed suite of measurement techniques have never been presented in the literature.
Remote rendering means rendering 3D graphics on a computing device and displaying the results on another computing device connected through a network. The concept was originally developed for sharing computing resources remotely. It has been receiving increasing attention from researchers in both academia and industry in recent years due to the proliferation of cloud computing and mobile devices. In this article, we survey the interactive remote rendering systems proposed in the literature, analyze how to improve the state of the art, and summarize the related technologies. The readers of this article will understand the history of remote rendering systems and obtain some inspirations of the future research directions in this area.
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