huang13_gaming_anywhere.pdf
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GamingAnywhere: An Open Cloud Gaming System
Chun-Ying Huang1, Cheng-Hsin Hsu2, Yu-Chun Chang3,4, and Kuan-Ta Chen3
1Department of Computer Science, National Taiwan Ocean University
2Department of Computer Science, National Tsing Hua University
3Institute of Information Science, Academia Sinica
4Department of Electrical Engineering, National Taiwan University
chuang@.tw, chsu@.tw, congo@.tw, ktchen@.tw
ABSTRACT
Cloud gaming is a promising application of the rapidly ex-
panding cloud computing infrastructure. Existing cloud
gaming systems, however, are closed-source with proprietary
protocols, which raises the bars to setting up testbeds for
experiencing cloud games. In this paper, we present a com-
plete cloud gaming system, called GamingAnywhere, which
is to the best of our knowledge the first open cloud gam-
ing system. In addition to its openness, we design Gaming-
Anywhere for high extensibility, portability, and reconfigura-
bility. We implement GamingAnywhere onWindows, Linux,
and OS X, while its client can be readily ported to other
OS’s, including iOS and Android. We conduct extensive ex-
periments to evaluate the performance of GamingAnywhere,
and compare it against two well-known cloud gaming sys-
tems: OnLive and StreamMyGame. Our experimental re-
sults indicate that GamingAnywhere is efficient and pro-
vides high responsiveness and video quality. For example,
GamingAnywhere yields a per-frame processing delay of 34
ms, which is 3+ and 10+ times shorter than OnLive and
StreamMyGame, 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, ser-
vice providers, and end users for setting up cloud gaming
testbeds, which, we believe, will stimulate more research in-
novations on cloud gaming systems.
Categories and Subject Descriptors: H.5[Information
Sys
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