The brewing storm in cloud gaming




















We demonstrate through a large-scale measurement study that the current cloud computing infrastructure is unable to meet the strict latency requirements necessary for acceptable game play for many end-users, thus limiting the number of potential users for an on-demand gaming service.

We further investigate the impact of augmenting the current cloud infrastructure with servers located near the end-users, such as those found in content distribution networks, and show that the user coverage significantly increases even with the addition of only a small number of servers. Article :. We further investigate the impact of augmenting the current cloud infrastructure with servers located near the end-users, such as those found in content distribution networks, and show that the user coverage significantly increases even with the addition of only a small number of servers.

Documents: Advanced Search Include Citations. Authors: Advanced Search Include Citations. The enthusiasm has however been severely chilled when the main actor in the area, namely OnLive, ran out of money.

This debacle is not surprising. Cloud providers only offer general purpose computing resources that are located in a relatively small number of large data-centers.

Unfortunately, these architectural decisions are in conflict with the needs of cloud gaming, which are interactive hence highly latency-sensitive , and require specialized hardware resources, such as GPU and fast memory.

Furthermore, many cloud data-center locations are chosen to minimize cooling and electricity costs, rather than to minimize latency to end-users. Despite these drawbacks, many analysts still believe in cloud gaming.



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