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Performance Analysis of the OnLive Thin Client Game System . Mark Claypool, David Finkel , Alexander Grant and Michael Solano In Proceedings of the 11th ACM Network and System Support for Games ( NetGames ), Venice, Italy, November 22-23, 2012
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Performance Analysis of the OnLive Thin Client Game System Mark Claypool, David Finkel, Alexander Grant and Michael Solano In Proceedings of the 11th ACM Network and System Support for Games (NetGames), Venice, Italy, November 22-23, 2012 Springer's Multimedia Systems Journal (MMSJ), special issue on Network and Systems Support for Games, submitted March 31, 2013
What is OnLive and Why is it Important? • Gaming in the cloud • Thin client, no special hardware requirements • OnLive: PC, Mac, mini-console • Game video streamed to client • “Games as video” • Importance: • Allows playing AAA games on simple devices • Provide access to legacy games on next-gen consoles without hardware compatibility
Goal of Our Study • How does the magic of OnLive work? • Study network traffic turbulence of games on OnLive • Packet size • Inter-packet time • Overall bitrate up and down • Controlled variation of network parameters • Different genres of games • Compare to traditional games, traditional video
Motivation • Network operators and end users for planning for capacity • Building traffic models for simulators • Traffic classification to identify thin-client game flows, up and downstream • Can allow for treatments that help performance
Outline • Introduction (done) • Methodology (next) • Results • Conclusions
Methodology • Select games • Setup testbed • Gather data • Analyze results
Select Games • Available on OnLive (about 200) • Similar release data (suggests similar graphics)
Design of Experiments • All traffic measured UDP • Varied capacity, loss and latency • Parameters: • Game genre: UT, Batman, and Rome. • Streaming: Game, Real-time video (Skype), Pre-recorded video (YouTube) • Capacity (downstream:upstream): 1 to 10 Mb/s and no restriction • Latency (round-trip): 0 milliseconds to 1000 milliseconds • Loss (downstream): 0% to 18% loss • Iterations: 2½ minute runs, 3 runs for each experiment condition, ex ceptwhere noted • Performance: • Network: packet sizes (bytes), inter packet times (msec), bitrates (Kb/s Mb/s) • Application: frame rates (f/s)
Outline • Introduction (done) • Methodology (done) • Results (next) • OnLive Turbulence • TCP-Friendly • Frame rate • Comparison with other apps • Conclusions
Outline • Introduction (done) • Methodology (done) • Results (done) • OnLive Turbulence (done) • TCP-Friendly (next) • Frame rate • Comparison with other apps • Conclusions
TCP-Friendly? • Use no more network capacity than would a conformant TCP flow under the same network conditions • Same loss, same latency (same packet size) • Run with: 0-20% loss, 0-1000 msec latency [16]
Outline • Introduction (done) • Methodology (done) • Results (done) • OnLive Turbulence (done) • TCP-Friendly (done) • Frame rate (next) • Comparison with other apps • Conclusions
Outline • Introduction (done) • Methodology (done) • Results (done) • OnLive Turbulence (done) • TCP-Friendly (done) • Frame rate (done) • Comparison with other apps (next) • Conclusions
Conclusions • OnLive games have high downstream bitrates, moderate upstream bitrates • Characteristics of game traffic are similar for all genres tested • Bitrates do not adapt to loss or latency, do adapt to capacity limits • Not TCP-Friendly • Frame rates adapt to both capacity limits and loss, but not to latency • OnLive downstream most like real-time video, upstream still much more than traditional games • Traces, slides available on-line at http://perform.wpi.edu/downloads/#onlive
Future Work • OnLive Desktop • OnLive for Tablets (iOS and Android)
Future Work • Comprehensive study of additional OnLive games Comparison of OnLive, GaiKai, other thin client systems