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To Cloud or Not to Cloud: Measuring the Performance of Mobile Gaming

Published: 19 May 2015 Publication History

Abstract

Mobile cloud gaming allows gamers to play games on resource-constrained mobile devices, and a measurement study to quantity the client performance and energy consumption is crucial to attract and retain gamers. In this paper, we adopt an open source cloud gaming platform, GamingAnywhere, to conduct extensive experiments on real mobile devices. Our experiment results show several insights that are of interests to researchers, developers, and gamers. First, compared to native games, mobile cloud games save energy by up to 30%. Second, the hardware video coders achieve higher frame rates but suffer from a small unnecessary buffering delay, and thus is less ideal for fast-paced games. Third, the frame rate, bit rate, and resolution all affect the decoders' resource consumption, while frame rate imposes the highest impact. Last, cellular networks incur 30%-45% more energy consumption than WiFi networks, and the event processing of touch screens is also energy-hungry. These findings shed some light on further enhancements of the emerging mobile cloud gaming platforms.

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    cover image ACM Conferences
    MobiGames '15: Proceedings of the 2nd Workshop on Mobile Gaming
    May 2015
    52 pages
    ISBN:9781450334990
    DOI:10.1145/2751496
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 19 May 2015

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    Author Tags

    1. live video streaming
    2. mobile cloud gaming
    3. performance evaluation
    4. realtime encoding
    5. remote rendering

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    MobiGames '15 Paper Acceptance Rate 7 of 8 submissions, 88%;
    Overall Acceptance Rate 7 of 8 submissions, 88%

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