2012 11th Annual Workshop on Network and Systems Support for Games (NetGames) 2012
DOI: 10.1109/netgames.2012.6404024
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The brewing storm in cloud gaming: A measurement study on cloud to end-user latency

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Cited by 136 publications
(94 citation statements)
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References 16 publications
(22 reference statements)
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“…Additionally, we discover that a substantial increase in the total number of datacenters is required to significantly increase user coverage. These results, originally presented in [19], suggest that the existing cloud infrastructure is a poor platform for hosting highly latencysensitive applications, as a sizeable portion of the population would experience significantly degraded quality of service. Furthermore, we find that number of served end-users increases by 28% when we add to the cloud a small number of edge servers that are co-located at Internet service provider (ISP) sites as part of a content distribution network (CDN) deployment [19].…”
Section: Introductionmentioning
confidence: 95%
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“…Additionally, we discover that a substantial increase in the total number of datacenters is required to significantly increase user coverage. These results, originally presented in [19], suggest that the existing cloud infrastructure is a poor platform for hosting highly latencysensitive applications, as a sizeable portion of the population would experience significantly degraded quality of service. Furthermore, we find that number of served end-users increases by 28% when we add to the cloud a small number of edge servers that are co-located at Internet service provider (ISP) sites as part of a content distribution network (CDN) deployment [19].…”
Section: Introductionmentioning
confidence: 95%
“…Since existing technologies are not suitable to satisfy the requirements of on-demand gaming, we proposed in [19] to use edge servers, particularly CDN servers, to serve on-demand gaming end-users in order to reduce network latency. CDN providers such as Akamai [40] also use edge servers in order to provide their customers with greater performance and reliability for their Internet applications.…”
Section: Workmentioning
confidence: 99%
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“…The objective of Mutual-benefits algorithm is to find the balance of relation between server-benefits (GPU usage) and client-benefits (Render resolution), which are the linear relation due to many works state on [9][10][11][12][13][14]. In this regard, we can plot a linear relationship between game workload and resolution as a linear graph shown in Fig.…”
Section: B Mutual Benefits Algorithmmentioning
confidence: 99%