GamingAnywhere: An Open Cloud Gaming System
Abstract
Cloud gaming is probably one of the most recognized killer applications of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raise the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which to our best knowledge, is the first open cloud gaming system. On top of its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OSes, including iOS and Android. We conduct extensive experiments to quantify the performance of GamingAnywhere, and compare it against two state-of-the-art cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and achieves high responsiveness and video quality. For example, GamingAnywhere leads to a per-frame processing delay of 41 ms, which is 4+ and 8+ times smaller compared to other cloud gaming systems, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads: in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research projects on cloud gaming systems.
Citation
Chun-Ying Huang, Cheng-Hsin Hsu, Yu-Chun Chang, and Kuan-Ta Chen, "GamingAnywhere: An Open Cloud Gaming System," ACM Multimedia Systems, February 2013.
Bibtex
@inproceedings{huang13:ga,
author = {Chun-Ying Huang and Cheng-Hsin Hsu and Yu-Chun Chang and Kuan-Ta Chen},
title = {GamingAnywhere: An Open Cloud Gaming System},
booktitle = {Proceedings of ACM SIGMM Conference on Multimedia Systems (MMSys'13)},
pages = {--},
year = {2013}
}