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huang13_gaming_anywhere
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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