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The Effects of Latency on Player Performance in Cloud-based The Effects of Latency on Player Performance in Cloud-based

The Effects of Latency on Player Performance in Cloud-based - PowerPoint Presentation

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The Effects of Latency on Player Performance in Cloud-based - PPT Presentation

Mark Claypool and David Finkel claypooldfinkel cswpiedu Computer Science and Interactive Media amp Game Development Worcester Polytechnic Institute 1 Cloudbased Games Connectivity and capacity of networks growing ID: 328721

latency games based cloud games latency cloud based game person traditional user network studies performance onlive player qoe server

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Slide1

The Effects of Latency on Player Performance in Cloud-based Games

Mark Claypool and David Finkel{claypool,dfinkel}@cs.wpi.eduComputer Science andInteractive Media & Game Development

Worcester Polytechnic Institute

1Slide2

Cloud-based Games

Connectivity and capacity of networks growing

Opportunity for cloud-based games

Game processing on servers in cloud

Stream game video down to client

Client displays video, sends player input up to server

2

Server

Server

Server

Thin Client

Cloud Servers

Player input

Game framesSlide3

Motivation and Challenges

Cloud-based gamesServer controls content, helps prevent piracyEasy to distribute games to many playersClient “thin”, so inexpensive ($100 for OnLive console vs. $400 for Playstation 4 console)Potentially less frequent client hardware upgradesChallengesRequires more downstream capacity than traditional network games (5000 Kb/s vs. 50 Kb/s [1])Latency since player input requires round-trip to server before player sees effects

3Slide4

Latency and Interactive Applications

Numerous studies on latency and interactive applications (e.g., VoIP)But interactions for games differentNumerous studies on latency and network games (e.g., car racing [2], role playing [3], first person shooter [4])But cloud-based has only thin client so results may differSome studies on latency cloud-based games (e.g., [6], [7])But do not measure impact on users

Few studies on latency cloud-based on users (e.g.,

[8])Still need more dataBut does not compare with traditional network games

Need to compare to traditional network games  inform developers of game and cloud systems

4Slide5

Our Research

Measure impact of latency on players in cloud-based gamesTwo separate user studies – two games, two systemsUsers play games with controlled amounts of latencyMeasure objective (performance) and subjective (quality)Compare performance to traditional network games5Slide6

Teasers

Player performance degrades directly with increase in latencyEvery 100 ms latency means 25% decrease in performanceDegradation similar to traditional first person network gamesDespite difference in genres!E.g., third person game latency tolerance:Traditional network game  500 msCloud-based game  only 100 ms

6Slide7

Outline

Introduction (done)User Studies (next)ResultsConclusion7Slide8

User Study 1

OnLive consoleConnects to laptop configured as routerDummynet on routerControl latency: 0-150msRouter connects to Internet then OnLive serversUsers play Crazy Taxi3rd person viewDeliver customers for pointsAbout 12 minutes totalUsers volunteers from campus8Slide9

User Study 2

GamingAnywhere LANClient connects to PC configured as routerDummynet on routerControl latency: 0-200msRouter connects to server on LANUsers play Neverball3rd person view“Roll” marble to goal as fast as possibleAbout 10 minutes totalUsers volunteers from campus9Slide10

User Study Summary

10Slide11

Outline

Introduction (done)User Studies (done)Results (next) DemographicsSubjectiveObjectiveTraditional network gamesConclusion11Slide12

Demographics

OnLive Crazy Taxi: 49 users95% 18-22 years old70% male75% “average+” game playing experienceGamingAnywhere Neverball: 34 users100% 18-22 years old90% male100%

“average+” game playing experience

12Slide13

QoE for OnLive

Crazy Taxi13Subjective opinions combined [12]Mean with standard errorLinear regression R2 0.92

QoE

drop of 30% over 150 msSlide14

QoE for GamingAnywhere

Neverball14QoE ranked for each testMean with standard errorFriedman test for correlation (p=0.002)Linear regression R2 0.86

QoE

drop of 40% over about 200

msSlide15

Points for OnLive Crazy Taxi

15Points for delivering customersMean with standard errorLinear regression R2 0.87

Score drop of 35% over

150 msSlide16

Times for GamingAnywhere Neverball

16Time to get marble to goalMean with standard errorLinear regression R2 0.70

Time increase of

35% over about 200 msSlide17

User Performance in Game Genres

17Traditional games  Impact of latency depends upon perspective [5]First Person

most sensitive

Third Person less sensitiveOmnipresent least sensitiveSlide18

User Performance in Game Genres

18Convert objective measurements to performance degradationCloud-based games most closely follow first person avatar… Despite being

third person!Slide19

Conclusion

Cloud-based games increasingly relevantEffects of latency? Versus traditional network games?Two user studies on cloud-based games and latencyMeasure object (score) and subjective (QoE)Comparison with traditional gamesCloud-based games sensitive to modest latencies25% degradation for each 100 msMost similar to first person gamesEven if genre more tolerant to latency in traditional gamesFuture workAdditional user studies, other genres

Latency compensation for cloud-based gamesEffects of variation in latency (i.e., delay jitter)

19Slide20

Acknowledgements

GamingAnywhere NeverballJames AnounaZachary EstepMichael French OnLive Crazy TaxiRobert DabrowskiChrisitan ManuelRobert Smieja

20Slide21

The Effects of Latency on Player Performance in Cloud-based Games

Mark Claypool and David Finkel{claypool,dfinkel}@cs.wpi.eduComputer Science andInteractive Media & Game Development

Worcester Polytechnic Institute

21