Measuring Key Quality Indicators in Cloud Gaming: Framework and Assessment Over Wireless Networks
Abstract
:1. Introduction
2. Cloud Gaming Overview
2.1. Online and Cloud Gaming Comparison
2.2. Cloud Gaming Platforms
2.3. Cloud Gaming QoE
3. Proposed System
3.1. Framework Architecture
3.2. Actions Automation Tool
- Coordinates calibration: This function configures JSON files that are used for determining X and Y coordinates, for each mouse action simulation during a session. This data is calibrated for several video resolutions in a previous phase before the tests.
- Client configuration: This phase is dedicated to set up the session parameters, such as resolution, frame rate, audio mode, coder, and decoder. These elements are configured before a group of tests are launched for the testbed.
- Moonlight client control: After the configuration procedure, this block allows the execution, creation, and finalization of a Cloud Gaming session using Moonlight stream client. This function uses actions emulation in the thin client.
- In-game actions control: Once the game session is ready, this function emulates the keyboard and mouse actions that are used for simulating the user interaction with game logic. These actions are generated in the thin client, but they are also captured and transported to the server.
- Metrics extraction: Finally, this feature permits to manage and launch the metrics extraction tool once the game simulation is finished.
3.3. KQIs Extraction Tool
4. Evaluation and Discussion
4.1. Setup
4.2. Inter-Technology Comparison
4.3. KQIs and Configuration Parameters Relationships
5. Conclusions & Outlook
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Feature | Gaming Anywhere [30] | Rainway [31] | Moonlight [32] |
---|---|---|---|
Server-Client Architecture | Yes | Yes | Yes |
Multimedia stream transport protocol | RTP | WebRTC | RTP |
User actions transport protocol | TCP | WebRTC | UDP |
Version control | Discontinued | GitHub | GitHub |
Server host operating system | Linux | Windows | Windows |
Graphics card requirement | O.S. Compatible | Agnostic | Nvidia GTX/RTX |
Client host operating system | Multi-platform | Multi-platform | Multi-platform |
Client configuration | Script | Interface | Interface |
Game implementation | Manual | Search engine (MIST) | Search engine (Nvidia Experience) |
Parameter | Description | Expected Value |
---|---|---|
Incoming frame rate from Network | Average estimated number of frames that are received in the thin client network interface. | Maximum as configured (30 or 60 FPS) |
Decoding frame rate | Average number of decoded frames in the client. | Maximum as configured (30 or 60 FPS) |
Rendering frame rate | Average number of rendered frames in the client. | Maximum as configured (30 or 60 FPS) |
Frames dropped by network | Average percentage of lost frames in the transport process due to network errors or hardware limitations. | <15% |
Frames dropped due to jitter | Average percentage of lost frames in the client buffer due to jitter. | <1% |
Average receive time | Average time that an encoded frame needs to be completed since the first packet was sent from the server. The time estimation is just done among the non-discarded frames | <33.33 ms |
Average decoding time | Average time that a reassembled frame needs to be decoded in the client. | <33.33 ms |
Average rendering time | Average time that a decoded frame needs to be rendered and represented in client’s screen. This KQI consider V-SYNC latency. | <16.67 ms |
Average frame queue delay | Average time that a decoded frame waits in the queue before the rendering process. | <16.67 ms |
Parameter | Configuration |
---|---|
Resolution | 720p, 1080p, 1440p and 4k |
Frames per second (FPS) | 30 FPS and 60 FPS |
Audio mode | Stereo |
Video decoding | Software |
Video encoder | H.264 |
Number of iterations per configuration | 20 |
Ethernet bandwidth | 100 Mbps |
WiFi Bandwidth channel | 20 MHz |
LTE Bandwidth channel | 20 MHz |
LTE Band | 7 |
LTE Duplexation mode | FDD (Frequency Division Duplex) |
LTE CrowdCell SNR (Signal-to-Noise Ratio) | 10 and 30 dB |
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Peñaherrera-Pulla, O.S.; Baena, C.; Fortes, S.; Baena, E.; Barco, R. Measuring Key Quality Indicators in Cloud Gaming: Framework and Assessment Over Wireless Networks. Sensors 2021, 21, 1387. https://doi.org/10.3390/s21041387
Peñaherrera-Pulla OS, Baena C, Fortes S, Baena E, Barco R. Measuring Key Quality Indicators in Cloud Gaming: Framework and Assessment Over Wireless Networks. Sensors. 2021; 21(4):1387. https://doi.org/10.3390/s21041387
Chicago/Turabian StylePeñaherrera-Pulla, Oswaldo Sebastian, Carlos Baena, Sergio Fortes, Eduardo Baena, and Raquel Barco. 2021. "Measuring Key Quality Indicators in Cloud Gaming: Framework and Assessment Over Wireless Networks" Sensors 21, no. 4: 1387. https://doi.org/10.3390/s21041387
APA StylePeñaherrera-Pulla, O. S., Baena, C., Fortes, S., Baena, E., & Barco, R. (2021). Measuring Key Quality Indicators in Cloud Gaming: Framework and Assessment Over Wireless Networks. Sensors, 21(4), 1387. https://doi.org/10.3390/s21041387