CPUH-Research Journal: 2015, 1(2), 19-22
ISSN (Online): 2455-6076
                                                                  http://www.cpuh.in/academics/academic_journals.php
                    Cloud Gaming: Architecture and Quality of Service
                                         Anmol Gupta1* and Kamlesh Dutta1
                    1
                        Department of Computer Science & Engineering, NIT, Hamirpur (H.P.), INDIA
                           *
                               Correspondance Email: bratanmol@gmail.com, kdnith@gmail.com
ABSTRACT: Cloud Gaming can be defined as the offloading of game logic to the cloud server and rendering the
game scenes as a video stream transfer to the client. The thin client sends the user commands to the remote server
which executes the game logic and sends back the changed game scene to the client in the form of a video, which is
decoded at the client side. The scheme helps people to play games on their computer system irrespective of the
specification of their systems as the requirements for playing the game are fulfilled with the help of a good enough
server residing on the cloud. Cloud gaming also helps to overcome the traditional gaming issues such as incompati-
bility and portability. Cloud gaming differs from online gaming in executing the main game logic, which is done at
the server side in former and at the client side in latter. In this paper, the different aspects of the Cloud Gaming
System (CGS) are discussed to illustrate the various advantages and power that this concept possesses. The cloud
gaming concept, architecture of a cloud system, and Quality of Service (QOS) parameters are discussed in detail. A
cloud gaming system should aim at providing the best response time and low bandwidth consumption. The future
of cloud gaming seems to be bright as some cloud gaming systems like Gaikai and On Live are gaining popularity
at a commendable pace.
Keywords: Cloud Gaming; cloud server and Architecture.
INTRODUCTION: Cloud Gaming is defined as the                  on it. While in cloud gaming architecture the execu-
use of remote resources in order to play games on the         tion of program logic is done at server side2.
local system. Generally, the UI input events are transmit-
ted with the help of a thin client, and then the game logic   Why Cloud Gaming is a good idea? Consider the
executes on the remote server which in turn, is reflected     case of a First Person Shooter (FPS) game “Battlefield
back to the client in the form of a video stream which        3”. The minimum requirements for playing this game
gets played with the help of thin client.                     is – Quad Core Processor, 4 GB RAM, 20 GB storage
                                                              space, and a graphics card with at least 1GB RAM
Computer games are graphics intensive and hence               (e.g., NVIDIA GEFORCE GTX 560 or ATI RADEON
there is a demand for new hardware which can meet             6950), which alone costs more than $500. Needless to
these high-end demands1. The limitations affect the           say that the recent mobile systems, tablets or even
individual game player who has to change his hard-            some of the PCs don't meet this requirement. Also
ware anytime a new incompatible version of a game is          mobile terminals don't have the same architecture of a
released. Also, there is hardware/software incompati-         PC, have power limitations, distinct operating system,
bility and the additional time required in setting up the     and many more limitations. All these are overcome by
games.                                                        using Cloud Gaming. Cloud Gaming also offers an
In cloud gaming, the user can access the hardware of          added advantage of better Digital Rights Management
the cloud systems thus eliminating the need of recon-         (DRM) as the hardware being used is controlled by
figuring his/her own hardware, installing the game or         the owner of the cloud system rather than the user [3].
worrying about software/hardware incompatibility.             Cloud Gaming being such a computationally intensive
Another significant advantage is that the game can be         process requires many technologies to work in unison
played on any system such as PC, mobile device and            so that the user can't fathom the remote execution of
even on TVs with Set-top boxes provided you have a            the main game logic. In this paper, a detailed analysis
good enough internet connection.                              of the various technologies used in providing a pleas-
                                                              ant cloud gaming experience to the end user, is pre-
It is noteworthy that Cloud Computing is different            sented.
from online gaming. “Traditional” online games also
take advantage of remote resources on the cloud but           The paper is divided into following sections. After the
the execution of game logic is done at client side only,      introduction in section I, section II provides the gen-
while the servers are there for handling the consisten-       eral architecture of a cloud gaming system. Section III
cy between the states of various games being played           comprises of the various Quality of Service (QOS)
                                                              parameters used for measuring the End User Experi-
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             [(CPUH-Research Journal: 2015, 1(2), 19-22) Cloud Gaming: Architecture and Quality of Service ]
ence. Finally section IV concludes the paper with a          service to the thin client which then decodes the
look ahead at the future of cloud gaming.                    stream and play the video frames to the client [3].
General Architecture of a Cloud Gaming System                There are several design alternatives which can be
(CGS): Generally there can be three different types of       considered to provide different implementations of a
remote rendering Real time Systems. (i) 3D Graphics          CGS.
Streaming4 & 7, (ii) video streaming5 & 6, and (iii) video
                                                              1) The way the existing game software is modified
streaming with post-rendering operations14 .
                                                                and run on the server
In 3D Graphics system the cloud server sends the              2) The way the game screen is encoded (on the serv-
graphics related commands to the client which then              er) and decoded (on the client)
interprets it and renders the scene accordingly while in      3) The way the encoded game screen is streamed to
Video Streaming the server is responsible for render-           the client.
ing the 3D commands, converting them to 2D and                4) The way short-term network instability is handled
then sending the video stream to the client. The third          to maintain the game’s responsiveness and graphic
system comes in between the first two where the                 quality.
heavy work of rendering the 3D graphics is done on
                                                             Various QOS Parameters: The effectiveness of a
server while some low processor intensive work is
                                                             CGS can be measured from many point of views,
completed on the client side via Thin Client.
                                                             from the service provider's view, the allocation of
There have been many thin client architectures pro-          resource is important while from the end user's per-
posed for distributed gaming systems [4-7]. They can be      spective the metrics which affect gaming experience
divided into two categories – instruction based sys-         are important. We can also quantify the QOS from the
tems and image based systems. The main difference            time scale, it can be larger time-scale across multiple
between the two is that, in instruction based systems,       gaming sessions and smaller across individual game
only the instructions for generating the graphics corre-     session. Here we will focus only upon small time-
sponding to a control event are sent over the network        scale systems because most CGSs uses only single
while in image-based systems all the computationally         Virtual Machine without any offloading to serve each
intensive rendering of the game scene is done on the         client.
server side and is sent over the network in the form of
                                                          The main metrics that are focused upon:
a video stream. All the CGSs use image based thin
                                                         1. Traffic Characteristics: The amount of bandwidth
client architectures only because they don't require
                                                            utilized in a single game session. It also includes
client to have the computing resources which is the
                                                            payload size and packet rate (both uplink and down-
whole selling point of Cloud Gaming.
                                                            link).
Here we discuss the general image based architecture 2. Latency: It's probably the most important criterion
of a CGS.                                                   for measuring the performance of CGSs. It can be
                                                            defined as the response time of a system and it com-
Thin Client: It consists of a User Interaction module
                                                            prises all the individual latencies incurred by differ-
and a video decoder. The User Interaction module is
                                                            ent components.
responsible for capturing all the control movements
                                                         3. Graphics Quality: The quality of the images/videos
performed by the end user with the help of mouse,
                                                            streamed over the network is very important for the
keyboard or any other input device.
                                                            Quality of Experience (QOE) for the user. Measure-
The video decoder plays the video being streamed by         ments also include the changes in quality over vary-
the server in response to the moves made by the play-       ing network conditions. Streaming quality is general-
er.                                                         ly measured with the metric Frame rate (FPS).
Cloud Gaming Platform: It consists of four modules          Graphic Quality can be measured by Peak Signal to
                                                            Noise Ratio (PSNR) or Structural Similarity Index
namely Thin Client Interaction, Game Logic, GPU
Renderer and Video Encoder. Thin Client Interaction         Method (SSIM) metric9.
module handles all the client commands and it con-           Latency quantifies the responsiveness of game playing
verts the messages sent over the network into appro-         and is a measure of Response Delay which is the
priate game actions. These are interpreted by the game       amount of time between a user sends his/her command
logic module in game world and then the GPU will             and the time the corresponding game frame is dis-
actually render the scene which then gets compressed         played to the user.
by the encoder and then sent by the Video Streaming
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             [(CPUH-Research Journal: 2015, 1(2), 19-22) Cloud Gaming: Architecture and Quality of Service ]
Response Delay (RD) comprises of four individual               lay (PD), Game Delay (GD) and Playout Delay (OD)2.
delays namely Network Delay (ND), Processing De-
            User Interaction Model                                                 Cloud Server
                                                 User sends Commands
                      User                                                           Game Logic
                   Interaction                                                        Executer
                                                                                               Game Scene
                                                                                               Changes
                     Video                     Sends back the new stream                Video
                    Decoder                                                            Renderer
                                     Figure 1: General Framework of a CGS
                                                               Playout Delay (OD): Time for client to receive, de-
Network Delay (ND): The round trip time of the net-
                                                               code and play the current frame.
work, it actually measures the time taken by a client's
command to reach the server and the time taken by the                       RD = ND + PD + GD + OD
game screen to come to the client.
                                                               ND can be measured with the help of ICMP pings or
Processing Delay (PD): Time taken by the server to             Wireshark or any other such network tools while GD
receive and process the user's command. It also in-            is game dependent. Measuring PD and OD is not
cludes time to encode and packetize the current frame          straightforward because they occur internally at the
for the client.                                                server and the client respectively.
Game Delay (GD): Time taken by the game software               As mentioned that RD is an important factor in decid-
to process the user's command and generate the corre-          ing the quality of the CGS, various studies have been
sponding game frame. This is usually considered to
                                                               performed on the delay tolerance for different kind of
remain unchanged in the cloud environment and                  games. The results can be summarized as [10]:
hence GD in standalone gaming equals GD in Cloud
Gaming.
                                 Table 1: Delay Tolerance in Traditional Gaming.
        Example Game Type                            Perspective                          Delay Thresh-
         First Person Shooter                        First Person                            100 ms
          Role Playing Game                             Third-                                500 ms
          Real Time Strategy                         Omnipres-                               1000 ms
CONCLUSION: This paper compiles the various as-                thin client. The future of cloud computing seems bright
pects of cloud computing and discusses some of it’s            as network latencies are becoming shorter with the ad-
aspects at length. The platform is gaining much populari-      vent of technologies such as 3G/4G making their mark.
ty and is particularly powerful in bringing the graphics       Also, the techniques used in cloud gaming can serve for
and processing heavy games to the mobile platforms,            other industries too, such as video streaming and
which in comparison to a general computer system, has          graphics rendering.
less resources. Some of the shortcomings of cloud gam-         On Live and Gaikai are the two mainstream commer-
ing are high network latency and the effectiveness of          cial platforms which are successful in the market
Proceedings of the National Conference on Recent Innovations in Science and Engineering (RISE-2016)                21
             [(CPUH-Research Journal: 2015, 1(2), 19-22) Cloud Gaming: Architecture and Quality of Service ]
while open source platforms are emerging slowly. One        12. Giesen, F., Schnabel, R. and Klein, R. 2008.
such open source platform is Gaming Anywhere.                   Augmented compression for server-side render-
                                                                ing. In Proc. of International Fall Workshop on
As there are many design alternatives available, it is
                                                                Vision, Modeling, and Visualization (VMV’08).
not yet decided which design system offers the best
quality of service and an empirical study is needed to
help the decision.
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