Editorial:
IEEE - The Institute Of Electrical And Electronics Engineers, Inc
Fecha de edición:
2012-11
Cita:
11th Annual Workshop on Network and Systems Support for Games (2012), pp.1-2
ISBN:
978-1-4673-4576-7
DOI:
10.1109/NetGames.2012.6404021
Agradecimientos:
This work is partly supported by the
projects TRION (TEC 2009-10724), FIERRO (TEC 2010-
12250-E) and Medianet (S-2009/TIC-1468); and by the Generalitat
de Catalunya through the research support program
project SGR-1202 and AGAUR FI-DGR 2012 grant.
Online gaming connects players from all over the world together for fun and entertainment, and has been regarded as one of the most profitable and popular Internet services. Besides, there is a growing trend towards moving local applications to remote data cenOnline gaming connects players from all over the world together for fun and entertainment, and has been regarded as one of the most profitable and popular Internet services. Besides, there is a growing trend towards moving local applications to remote data centers: this is often referred to as the cloud. With the purpose of studying the impact of Cloud Gaming on the access network load, in this paper we carry out an empirical network traffic analysis of two well-known cloud gaming platforms: On-Live and Gaikai. Traffic traces have been collected and analysed from five different games of both platforms. Cloud gaming has been observed to be remarkably different from traditional online gaming in terms of network load and traffic characteristics. Moreover, the traces have revealed similarities between the two platforms regarding the packet size distribution, and differences concerning the packet inter-arrival times. However, each platform shows a similar traffic pattern for most of the games it serves. Nonetheless, the racing and shooter games considered in this work demand more bandwidth than other game-genres.[+][-]
Nota:
This work is at: 11th Annual Workshop on Network and Systems Support for Games (NetGames), took place November 22-23, 2012 in Venice (Italy)