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Cloud Gaming: The Future of Global Gaming Infrastructure?
blog Thursday, August 1, 2024
There is a noticeable rise in cloud gaming and the provision of games on cloud infrastructure for gamers all ...
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Cloud Gaming: The Future of Global Gaming Infrastructure?
blog Thursday, August 1, 2024
There is a noticeable rise in cloud gaming and the provision of games on cloud infrastructure for gamers all over the world. Worldstream’s fast dedicated servers with a reliable, low-latency global network connection and ample bandwidth capacity are still well-liked in the gaming business, but we certainly believe cloud gaming is the way of the future.
The Future of Global Gaming Infrastructure
The market for cloud gaming was estimated to be worth $5.0 billion in 2023 and is projected to grow rapidly to $143.4 billion by 2032, according to a recent report published by Market.us. This expansion, which indicates a 46.9% Compound Annual Growth Rate (CAGR), would demonstrate the gaming industry’s advancement in technology and growing customer demand.
What is it about cloud gaming that makes it so popular? Until recently, one of the main issues with cloud gaming was its latency, particularly in synchronous multiplayer games with a lot of interaction by gamers playing them. Due to the somehow unpredictable nature of mobile Internet connections, cloud-based games on these devices tended to be even more vulnerable to latency and connectivity issues.
5G, Edge Computing, Virtual Reality
With the introduction of 5G, edge computing, and virtual reality (VR), the cloud gaming industry is undergoing a transition. By increasing connection speeds and stability brought about by the rollout of 5G networks, latency is gradually reduced while cloud game streaming quality is improved. Cloud-based gaming is further optimized by edge computing, which reduces reaction cloud gaming times by processing data closer to users. In the meantime, virtual reality (VR) technology is being incorporated into cloud platforms, providing cloud game players with a more dynamic and immersive experience.
From a user perspective, the trend toward cloud gaming is understandable. There will always be hardcore gamers who will swear by using hardware-optimized dedicated servers for an optimal gaming experience, as Worldstream continues to provide, particularly when it comes to games that include multiple players. There are plenty of arguments though for game providers to embrace cloud infrastructure for the games they offer to their users.
Cloud Gaming: Enhanced Gamer Experiences
First, by reducing entrance barriers for gamers worldwide, cloud computing has changed access to gaming. With cloud gaming, players may easily access a large selection of video games on-demand with minimal entry barriers. They can stream games directly from the cloud, saving a ton of time and storage capacity by eliminating the need for lengthy downloads and installations.
A cloud gaming experience also brings highly improved flexibility to its players. Gamers may start a game on one device and continue their game on anoth
Size: 982.41 KB
Language: en
Added: Oct 06, 2024
Slides: 17 pages
Slide Content
Subjective Quality Assessment of Cloud Gaming Abdul Wahab and Dr John Schormans School of Electronic Engineering and Computer Science
Motivation Emerging application with a prospective $1B+ market cap by 2021 (statista,2021) Major service providers have millions of subscriptions and growing
Gaming-as-a-Service ( Gaas ) What is cloud gaming? Cloud gaming server User-action reception Game logic implementation Frame rendering Hardware/software video encoding Cloud gaming client Video capture Decoding User action capture Transport Network Thin client with low or no GPU
How does network-level Quality of Service (QoS) affect the Quality of Experience (QoE) of popular games on cloud gaming platforms? Are the subjective video quality and game quality same or different? Research Problems
Game Selection Genre Content complexity Pace Popularity Learning difficulty QoS implementation NetEM modification Delay Only PLR Only Mixed (delay + PLR) Subjective Testing 32 subjects Each ranking 39 x 3 scenarios on ACR. Video quality Game quality Overall quality Methodology
Action – Adventure Grand Theft Auto V Mafia Red dead redemption First person shooting Battlefield V Counter Strike global offensive Call of duty Sports Forza FIFA 2020 Rocket League Genre Content Complexity High SITI Grand Theft Auto V Red dead redemption Intermediate SITI Counter Strike global offensive Call of duty Low SITI Forza FIFA 2020 Pace High Grand Theft Auto V Intermediate Counter Strike global offensive Low FIFA 2020 Game Selection
QoS implementation Three classes of scenarios implemented: Delay only PLR only Mixed (delay + PLR) Table: Summary of Network parameters implemented in NetEM
NetEm modifications Realistic Delay distributions implemented using iproute2 and custom tables. Empirical correlation between PLR and delay implemented.
Subjective Testing testbed
Results: Delay only scenarios Game with high content complexity and pace gets affected more by increasing delay.
Results: PLR only scenarios Game with high content complexity and pace gets affected more for increasing PLR.
Results: Mixed scenarios Good-2-better (%G2B) > 4 MOS Poor-2-Worse (%P2W) < 3 MOS So far video and game quality are closely related but different. Table: %G2B and %P2W of QoE dimensions for GuTs
Video and Game Quality: Same or Different? Using MOS alone: they show differences. Shortcoming of MOS. Distribution analysis using Wilcoxon Sign Rank (WSR) Test 91% times the difference between Video and Game quality are not significant.
Video and Game Quality: Same or Different? Results of WSR test Red: Not significantly different. Green: Significantly different
Conclusion Game with higher pace and content complexity perform worse at degrading network conditions Network tuning with QoE management is important. Subjective game and video quality are not significantly different. Steppingstone for objective QoE metric for cloud gaming.