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End-to-end Characterization of Game Streaming Applications on Mobile Platforms

Published: 06 June 2022 Publication History

Abstract

With the advent of 5G, hosting high-quality game streaming applications on mobile devices has become a reality. To our knowledge, no prior study systematically investigates the < QoS, Energy > tuple on the end-to-end game streaming pipeline across the cloud, network, and edge devices to understand the individual contributions of the different pipeline stages. In this paper, we present a comprehensive performance and power analysis of the entire game streaming pipeline through extensive measurements with a high-end workstation mimicking the cloud end, an open-source platform (Moonlight-GameStreaming) emulating the edge device/mobile platform, and two network settings (WiFi and 5G). Our study shows that the rendering stage and the encoding stage at the cloud end are the bottlenecks for 4K streaming. While 5G is certainly more suitable for supporting enhanced video quality with 4K streaming, it is more expensive in terms of power consumption compared to WiFi. Further, the network interface and the decoder units in mobile devices need more energy-efficient design to support high quality games at a lower cost. These observations should help in designing more cost-effective future cloud gaming platforms.

References

[1]
Niranjan Balasubramanian, Aruna Balasubramanian, and Arun Venkataramani. 2009. Energy Consumption in Mobile Phones: A Measurement Study and Implications for Network Applications. In Proceedings of the 9th ACM SIGCOMM Conference on Internet Measurement. Association for Computing Machinery, New York, NY, USA, 280--293.
[2]
Cameron Gutman, Diego Waxemberg, Aaron Neyer, Andrew Hennessy. 2013. Moonlight Android. "https://github.com/moonlight-stream/moonlight-android".
[3]
Dean Takahashi. 2021. Newzoo: Cloud gaming will reach 23.7M paying users and generate $1.6B in 2021. "https://venturebeat.com/2021/08/26/newzoo-cloud-gaming-will-reach-23-7m-paying-users-and-generate-1-6b-in-2021/".
[4]
NVIDIA Corporation. 2021. NVIDIA GameStream. "https://www.nvidia.com/en-us/shield/support/shield-tv/gamestream/".
[5]
Aaron Schulman, Vishnu Navda, Ran Ramjee, Neil Spring, Pralhad Deshp, Calvin Grunewald, Kamal Jain, and Venkata N. Padmanabhan. 2010. Bartendr: A Practical Approach to Energy-aware Cellular Data Scheduling. In Proceedings of the Sixteenth Annual International Conference on Mobile Computing and Networking. Association for Computing Machinery, New York, NY, USA, 85--96.

Cited By

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  • (2024)Measuring GenAI Usage Patterns in a University Campus via Network Traffic AnalysisProceedings of the Asian Internet Engineering Conference 202410.1145/3674213.3674214(1-9)Online publication date: 9-Aug-2024
  • (2024)Network Anatomy and Real-Time Measurement of Nvidia GeForce NOW Cloud GamingPassive and Active Measurement10.1007/978-3-031-56249-5_3(61-91)Online publication date: 11-Mar-2024
  • (2022)Assessing Unsupervised Machine Learning solutions for Anomaly Detection in Cloud Gaming Sessions2022 18th International Conference on Network and Service Management (CNSM)10.23919/CNSM55787.2022.9964533(367-373)Online publication date: 31-Oct-2022

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  1. End-to-end Characterization of Game Streaming Applications on Mobile Platforms

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      cover image ACM Conferences
      SIGMETRICS/PERFORMANCE '22: Abstract Proceedings of the 2022 ACM SIGMETRICS/IFIP PERFORMANCE Joint International Conference on Measurement and Modeling of Computer Systems
      June 2022
      132 pages
      ISBN:9781450391412
      DOI:10.1145/3489048
      • cover image ACM SIGMETRICS Performance Evaluation Review
        ACM SIGMETRICS Performance Evaluation Review  Volume 50, Issue 1
        SIGMETRICS '22
        June 2022
        118 pages
        ISSN:0163-5999
        DOI:10.1145/3547353
        Issue’s Table of Contents
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      New York, NY, United States

      Publication History

      Published: 06 June 2022

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      Author Tags

      1. 5g
      2. cloud gaming
      3. energy efficiency
      4. performance
      5. smartphones

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      Overall Acceptance Rate 459 of 2,691 submissions, 17%

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      Cited By

      View all
      • (2024)Measuring GenAI Usage Patterns in a University Campus via Network Traffic AnalysisProceedings of the Asian Internet Engineering Conference 202410.1145/3674213.3674214(1-9)Online publication date: 9-Aug-2024
      • (2024)Network Anatomy and Real-Time Measurement of Nvidia GeForce NOW Cloud GamingPassive and Active Measurement10.1007/978-3-031-56249-5_3(61-91)Online publication date: 11-Mar-2024
      • (2022)Assessing Unsupervised Machine Learning solutions for Anomaly Detection in Cloud Gaming Sessions2022 18th International Conference on Network and Service Management (CNSM)10.23919/CNSM55787.2022.9964533(367-373)Online publication date: 31-Oct-2022

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