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

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 the gamers. In this paper, we adopt an open source cloud gaming platform to conduct extensive experiments on real mobile clients. 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 the further enhancements of the emerging mobile cloud gaming platforms.

Citation

Chun-Ying Huang, Lu-Ling Huang, Yu-Hsuan Chi, Kuan-Ta Chen, and Cheng-Hsin Hsu, "To Cloud or Not to Cloud: Measuring the Performance of Mobile Gaming," In Proceedings of ACM MobiGames 2015, May 2015.

Bibtex

@INPROCEEDINGS{huang15:mobile_cloud_gaming, AUTHOR = {Chun-Ying Huang and Lu-Ling Huang and Yu-Hsuan Chi and Kuan-Ta Chen and Cheng-Hsin Hsu}, TITLE = {To Cloud or Not to Cloud: Measuring the Performance of Mobile Gaming}, BOOKTITLE = {Proceedings of ACM MobiGames 2015}, MONTH = {May}, YEAR = {2015} }

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