Institutional Repository This document is published in: Annual Workshop on Network and Systems Support for Games (2012) pp.1-2 DOI: 10.1109/NetGames.2012.6404021 © 2012 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. An empirical study of Cloud Gaming M. Manzano∗ , J. A. Hernández† , M. Urueña† , E. Calle∗ ∗ Institute of Informatics and Applications (IIiA), University of Girona, Spain of Telematic Engineering, Universidad Carlos III de Madrid, Spain ∗ {mmanzano, eusebi}@eia.udg.edu, † {jahgutie, muruenya}@it.uc3m.es † Dept. Abstract—Online gaming connects players from all over the world together for fun and entertainment, and has been regarded as one of the most profitable and popular Internet services. Besides, there is a growing trend towards moving local applications to remote data centers: this is often referred to as the cloud. With the purpose of studying the impact of Cloud Gaming on the access network load, in this paper we carry out an empirical network traffic analysis of two well-known cloud gaming platforms: OnLive and Gaikai. Traffic traces have been collected and analysed from five different games of both platforms. Cloud gaming has been observed to be remarkably different from traditional online gaming in terms of network load and traffic characteristics. Moreover, the traces have revealed similarities between the two platforms regarding the packet size distribution, and differences concerning the packet inter-arrival times. However, each platform shows a similar traffic pattern for most of the games it serves. Nonetheless, the racing and shooter games considered in this work demand more bandwidth than other game-genres. Cloud gaming platforms. OnLive and Gaikai are the two cloud gaming platforms chosen for this study. Their main features are: a) OnLive: According to the official OnLive’s website [1], for a good Quality of Experience (QoE) the platform requires a minimum bandwidth connection of 2 Mbps to render content at 1024 x 576 pixels, recommends 5 Mbps for 1280 x 720, and is able to output at 1080p with a higher bandwidth connection. OnLive requires a local installation of its own software client. b) Gaikai: does not require any local installation since it runs on any up-to-date web browser. As stated in its website [2], Gaikai is playable from around 3 Mbps but offers a better performance at 5 Mbps. This platform is also able to output content at 1080p, yet with higher network requirements. These cloud gaming platforms leverage a GPU on a server to render content. OnLive uses an H.264 encoder chip on a dedicated device to grab the video output of each GPU running on their servers. Gaikai uses a CPU to encode H.264. Both platforms have strong jitter requirements, and are highly sensitive to packet loss and packet delay [3]. Measurement methodology. Traffic traces of around 100 seconds (wall clock) of playing time have been captured at the local computer of the gamer. Each traffic trace records the packet size and inter-arrival times of all captured packets. Measurements have been carried out from two different access network scenarios: (a) a wired University connection (100 Mbps Fast Ethernet), referred to as UNIV, with 94.17 Mbps of downstream, 71.81 Mbps of upstream, 1 ms of jitter and 38.12 ms and 25.28 ms of RTT (Round-Trip Time) to the nearest OnLive and Gaikai data center respectively; (b) and a wireless home connection (802.11n + VDSL), referred to as HOME, with 51.01 Mbps of downstream, 5.34 Mbps of upstream, 2 ms of jitter and 60.08 ms and 25.71 ms of RTT to the nearest OnLive and Gaikai data center respectively. Results overview. Fig. 1 shows a scatter plot of average packet rate versus packet size for each game and platform, both in the downstream (Fig. 1 (a)) and upstream (Fig. 1 (b)) directions. As observed in Fig. 1 (a), OnLive presents a higher packet rate (in the range between 600 to 750 packet/sec) than Gaikai (in the range of 350 to 550 packet/sec). This difference is especially remarkable when considering the two racing games (nfs and crazytaxy) and the shooter games (crysis2 and unreal3). It is also worth noting that the 4e game (the OnLive 2D puzzle game) shows different values with respect to the other games of OnLive. This might be due to the fact that the OnLive platform adapts the bit rate and dedicates less computational resources for a game that does not have high graphic requirements, as studied in [4]. In the upstream direction (Fig. 1 (b)), packet rates range between 35–65 packets/sec for OnLive and between 10– 40 packet/sec for Gaikai. It can be observed that OnLive does not only have a higher packet rate, but also a higher packet size. This means that OnLive requires a higher network performance than Gaikai. Server → Client. The measurements regarding the serveroriginated traffic (downstream) are analysed next. Fig. 2 depicts the packet size CDF for all games and platforms. According to Fig. 1 (a), it can be observed that in general, average packet size is smaller for Gaikai. However, in both cases a bimodal distribution is observed: OnLive has the low mode at about 250 bytes and the large mode around 1400 bytes while Gaikai shows its two modes at 150 and 1480 bytes respectively. The packet size related with the large mode for both platforms may be caused due to the MTU (Maximum Transmission Unit) of the two considered access network scenarios (i.e. Ethernet-based). The difference between both platforms relies on the fact of which mode is the largest. For Gaikai the largest mode is the one related with small packets (150 bytes), whereas for OnLive the largest mode is for large packets (1400 bytes). Obviously, this fact makes a difference in the average packet size observed in Fig. 1. Concerning inter-arrival times of both cloud gaming platforms, as observed in Fig. 3, in OnLive about 40% of packets show inter-arrival times within microseconds (µs), which are then uniformly distributed up to 5 ms. Moreover, it is interesting to note that Gaikai shows three modes: 20% of 1 1100 1 OnLive−Uni OnLive−Home Gaikai−Uni Gaikai−Home 1000 crazytaxy unreal3 0.7 0.6 nfs crysis2 4elements 700 fifa2012 nfs CDF Packet size (bytes) 0.8 pes2012 800 600 airconflicts airconflicts pes2012 900 0.9 crazytaxy unreal3 4elements Onlive−PES2012 Onlive−Unreal3 Onlive−Crazytaxy Onlive−AirConflicts Onlive−4elements Gaikai−FIFA2012 Gaikai−Crysis2 Gaikai−NFS Gaikai−Combatwings Gaikai−CrazyMachines2 0.4 fifa2012 crysis2 crazymachines2 combatwings combatwings 0.5 0.3 crazymachines2 0.2 500 0.1 400 300 0 350 400 450 500 550 Packets/sec 600 650 700 750 (a) Server → Client Fig. 3. 0 1 2 3 4 5 6 Inter−arrival time (ms) 7 8 9 10 Server → Client: CDF of packet inter-arrival times (ms). 180 pes2012 pes2012 crazytaxy 1 airconflicts unreal3 airconflicts 4elements 160 0.9 crazytaxy unreal3 4elements 0.8 140 0.6 CDF Packet size (bytes) 0.7 120 crysis2 nfs 0.5 Onlive−PES2012 Onlive−Unreal3 Onlive−Crazytaxy Onlive−AirConflicts Onlive−4elements Gaikai−FIFA2012 Gaikai−Crysis2 Gaikai−NFS Gaikai−Combatwings Gaikai−CrazyMachines2 0.4 crysis2 100 combatwings crazymachines2 0.3 combatwings crazymachines2 fifa2012 80 fifa2012 60 0 10 20 30 40 50 Packets/sec 0.2 OnLive−Uni OnLive−Home Gaikai−Uni Gaikai−Home nfs 60 70 80 90 0.1 0 0 50 100 100 150 200 250 Packet size (bytes) 300 350 400 (a) CDF of packet size (bytes) (b) Client → Server 1 Fig. 1. Packets/sec vs average packet size for the downstream (a) and the upstream (b) directions. 0.9 0.8 0.7 1 0.6 CDF 0.9 CDF 0.8 0.5 Onlive−PES2012 Onlive−Unreal3 Onlive−Crazytaxy Onlive−AirConflicts Onlive−4elements Gaikai−FIFA2012 Gaikai−Crysis2 Gaikai−NFS Gaikai−Combatwings Gaikai−CrazyMachines2 0.4 0.7 0.3 0.6 0.2 0.1 0.5 0 0.4 Onlive−PES2012 Onlive−Unreal3 Onlive−Crazytaxy Onlive−AirConflicts Onlive−4elements Gaikai−FIFA2012 Gaikai−Crysis2 Gaikai−NFS Gaikai−Combatwings Gaikai−CrazyMachines2 0.3 0.2 0.1 0 0 Fig. 2. 200 400 600 800 1000 Packet size (bytes) 1200 1400 1600 Server → Client: CDF of packet size (bytes). packets arrive within few µs, 50% around 1 ms, and the remaining 30% near 4 ms. Client → Server. We have performed the same analysis for the client-originated traffic (upstream). Fig. 4 (a) presents the packet size CDF. Gaikai shows modes between 50 to 100 bytes, whereas OnLive shows modes in 100 bytes, 140 bytes and 240 bytes approximately. To conclude, Fig. 4 (b) shows the inter-departure times CDF. In this case, Gaikai shows a mode below 1 ms and then uniformly distributed inter-departure times up to 12 ms. On the contrary, OnLive shows uniformly distributed inter-departure times from 0 to 8 ms and then a mode at around 9 ms. Future work. It could be interesting to further investigate cloud gaming-generated traffic with the purpose of having a 0 2 4 6 8 Inter−arrival time (ms) 10 12 14 (b) CDF of packet inter-departure times (ms) Fig. 4. Client → Server: CDF of packet size (a) and CDF of packet interdeparture times (b). better understanding of the underlying protocols used by the two platforms. Moreover, network conditions could be altered (i.e. adding delay) in order to evaluate its consequences on the Quality of Experience perceived by gamers. Acknowledgment. This work is partly supported by the projects TRION (TEC 2009-10724), FIERRO (TEC 201012250-E) and Medianet (S-2009/TIC-1468); and by the Generalitat de Catalunya through the research support program project SGR-1202 and AGAUR FI-DGR 2012 grant. R EFERENCES [1] Onlive, http://www.onlive.com, [Online; accessed 25-July-2012]. [2] Gaikai, http://www.gaikai.com, [Online; accessed 25-July-2012]. [3] M. S. Borella, “Source models of network game traffic,” Computer Communications, vol. 23, no. 4, pp. 403–410, 2000. [4] K.-T. Chen, Y.-C. Chang, P.-H. Tseng, C.-Y. Huang, and C.-L. Lei, “Measuring the latency of cloud gaming systems,” in Proceedings of ACM Multimedia 2011, Nov 2011. 2