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Measurement of Cloud-based Game Streaming System Response to Competing TCP Cubic or TCP BBR Flows
[Testbed]

Measurement of Cloud-based Game Streaming System Response to Competing TCP Cubic or TCP BBR Flows


Xiaokun Xu and Mark Claypool

In Proceedings of the ACM Internet Measurement Conference (IMC)
Nice, France
October 25-27, 2022
https://doi.org/10.1145/3517745.3561464


Cloud-based game streaming is emerging as a convenient way to play games when clients have a good network connection. However, high-quality game streams need high bitrates and low latencies, a challenge when competing for network capacity with other flows. While some network aspects of cloud-based game streaming have been studied, missing are comparative performance and congestion responses to competing TCP flows. This paper presents results from experiments that measure how three popular commercial cloud-based game streaming systems -- Google Stadia, NVidia GeForce Now, and Amazon Luna -- respond and then recover to TCP Cubic and TCP BBR flows on a congested network link. Analysis of bitrates, loss rates and round-trip times show the three systems have markedly different responses to the arrival and departure of competing network traffic.


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