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1
A Survey on Cloud Gaming: Future of Computer
Games
Wei Cai, Member, IEEE, Ryan Shea, Member, IEEE, Chun-Ying Huang, Member, IEEE, Kuan-Ta Chen, Senior
Member, IEEE, Jiangchuan Liu, Senior Member, IEEE, Victor C. M. Leung, Fellow, IEEE,
and Cheng-Hsin Hsu, Senior Member, IEEE,
Abstract—Cloud gaming is a new way to deliver high-quality
gaming experience to gamers anywhere and anytime. In cloud
gaming, sophisticated game software runs on powerful servers
in data centers, rendered game scenes are streamed to gamers
over the Internet in real-time, and gamers use light-weight
software executed on heterogeneous devices to interact with the
games. Due to the proliferation of high-speed networks and cloud
computing, cloud gaming has attracted tremendous attentions in
both the academia and industry since late 2000’s. In this article,
we survey the latest cloud gaming research from different aspects,
spanning over cloud gaming platforms, optimization techniques,
and commercial cloud gaming services. The readers will gain
the overview of cloud gaming research and get familiar with the
recent developments in this area.
Index Terms—Clouds, distributed computing, video coding,
quality of service, computer graphics
I. INT ROD UC TI ON
Cloud gaming refers to a new way to deliver computer
games to users, where computationally complex games are
executed on powerful cloud servers, the rendered game scenes
are streamed over the Internet to gamers with thin clients
on heterogeneous devices, and the control events from input
devices are sent back to cloud servers for interactions. Figure 1
presents how cloud gaming services work. In the cloud, a
cloud gaming platform is hosted on cloud servers in one
or multiple data centers. The cloud gaming platform runs
computer game programs, which can be roughly divided into
two major components: (i) game logic that is responsible
to convert gamer commands into in-game interactions, and
(ii) scene renderer that generates game scenes in real-time.
The gamer commands come from the command interpreter,
and the game scenes are captured by video capturer into
videos, which are then compressed by video encoder. The
command interpreter, video capturer, and video encoder are
all implemented as parts of the cloud gaming platform. As
shown in this figure, the cloud gaming platform sends the
video frames to, and receives user inputs from thin clients used
by gamers for playing games. It is a thin client, because only
W. Cai and V. Leung are with the Department of Electrical and Computer
Engineering, University of British Columbia, Vancouver, Canada.
R. Shea and J. Liu are with the School of Computing Science, Simon Fraser
University, Burnaby, Canada.
C. Huang is with the Department of Computer Science, National Chiao
Tung University, Hsin-Chu, Taiwan.
K. Chen is with the Institute of Information Science, Academia Sinica,
Taipei, Taiwan.
C. Hsu is with the Department of Computer Science, National Tsing Hua
University, Hsin-Chu, Taiwan.
two low-complexity components are required: (i) command
receiver, which connects to the game controllers, such as
gampads, joysticks, keyboards, and mouses, and (ii) video
decoder, which can be realized using massively produced
(inexpensive) decoder chips. The communications between the
cloud game platform and thin clients are over the best-effort
Internet, which in turn makes supporting real-time computer
games quite challenging.
In late 2000’s, we started to see cloud gaming services
offered by startups, such as OnLive [67], Gaikai [27], G-
cluster [26], and Ubitus [93]. We also witnessed that Gaikai
was acquired by SONY, which is a major game console
developer [86]. This was followed by the competition between
Sony’s PlayStation Now (PS Now) [68] and Nvidia’s Grid
Game Streaming Service [65], which further heats up the
cloud gaming market. In fact, a 2014 report from Strategy
Analytics [75] indicates that the number of cloud gaming users
increases from 30 millions in 2014 to 150 millions in 2015.
The same report also predicts that other leading game console
manufactures will soon join the cloud gaming market.
The tremendous popularity of cloud gaming may be at-
tributed to several potential advantages to gamers, game de-
velopers, and service providers. For gamers, cloud gaming
enables them to: (i) have access to their games anywhere and
anytime, (ii) purchase or rent games on-demand, (iii) avoid
regularly upgrading their hardware, and (iv) enjoy unique
features such as migrating across client computers during
game sessions, observing ongoing tournaments, and sharing
game replays with friends. For game developers, cloud gaming
allows them to: (i) concentrate on a single platform, which in
turn reduces the porting and testing costs, (ii) bypass retailers
for higher profit margins, (iii) reach out to more gamers, and
(iv) avoid piracy as the game software is never downloaded
to client computers. For service providers, cloud gaming: (i)
leads to new business models, (ii) creates more demands on
already-deployed cloud resources, and (iii) demonstrates the
potential of other/new remote execution applications, since
cloud gaming imposes the strictest constraints on various
computing and networking resources.
Despite the great opportunities of cloud gaming, several cru-
cial challenges must be addressed by the research community
before it reaches its full potentials to attract more gamers,
game developers, and service providers. We summarize the
most important aspect as follows. First, cloud gaming plat-
forms and testbeds must be built up for comprehensive perfor-
mance evaluations. The evaluations include measurements on
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Fig. 1. Typical cloud gaming services.
Quality of Service (QoS) metrics, such as energy consumption
and network metrics, and Quality of Experience (QoE) met-
rics, such as gamer perceived experience. Building platforms
and testbeds, designing the test scenarios, and carrying out
the evaluations, require significant efforts, while analyzing the
complex interplay between QoS and QoE metrics is even more
difficult.
Second, the resulting platforms and evaluation procedures
allow the research community to optimize various components,
such as cloud servers and communication channels. More
specifically, optimization techniques for: (i) better resource
allocation and distributed architecture are possible at cloud
servers, and (ii) optimal content coding and adaptive trans-
missions are possible in communication channels.
Third, computer games are of various game genres [19].
These genres can be categorized on the basis of two elements:
viewpoint and theme.Viewpoint is how a gamer observe the
game scene. It determines the variability of rendered video
on the screen. Most commonly seen viewpoints include first-
person, second-person, third-person, and omnipresent. First-
person games adopt graphical perspectives rendered from the
viewpoint of the in-game characters, such as in Counter-Strike.
Second-person games are rendered from the back of the in-
game characters, so that gamers can see the characters on
the screen, like in Grand Theft Auto. Third-person games
fix the gamers’ views on 3D scenes, projected onto 2D
spaces. Modern third-person games usually adopts the sky
view, also known as God view. Classic third-person games
include Diablo, Command & Conquer, FreeStyle, and etc.
Last, omnipresent enables gamers to fully control views on
the region of interest (RoI) from different angels and dis-
tances. Many recent war games, e.g., Age of Empires 3,
Stronghold 2, and Warcraft III, fall into this category. Game
theme determines how gamers interact with game content.
Common themes include shooting, fighting, sports, turn-based
role-playing (RPG), action role-playing (ARPG), turn-based
strategy, real-time strategy (RTS), and management simulation.
Although the viewpoint may be restricted by game theme,
but generally a game genre can be describe by a pair of
viewpoint and theme, such as first-person shooting, third-
person ARPG, omnipresent RTS, and etc. Among them, fast-
paced first-person shooting games impose the highest scene
complexity, which are the most challenging games for cloud
gaming service providers. In contrast, third-person turn-based
RPG games are least sensitive to delays and thus more suitable
for cloud gaming.
Cloud gaming is an exciting research area and the existing
literature aims to address several aforementioned challenges.
Nonetheless, to the best of our knowledge, there is no com-
prehensive survey on cloud gaming research. The lack of a
central survey of existing literature may delay or even prevent
researchers, who are interested in cloud gaming or other
remote execution applications, from joining the community. A
thorough understanding and exploration of existing academic
and industrial research and development can help lead to the
building of future cloud gaming platforms. One such advance
might come from future games being designed specifically
with cloud gaming functionalities and supports in mind. How
we accomplish this is still an open question, for example
game developers could create cloud gaming aware contexts
or even whole new programing paradigms. With this in mind,
we carefully connect existing research on solving current
challenges together, and come up with a classification system
described below.
A. Scope and Classifications
In the current article, we survey the cloud gaming literature.
We first collect representative cloud gaming papers, and group
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them into several classifications. We emphasize that only a
selective set of papers are surveyed, in order to give the readers
better understanding on the landscape of the cloud gaming
research. Upon selecting the representative papers, we propose
a classification system as summarized in Figure 2. More details
on the classification system follow.
1) Cloud Gaming Overview (Section II): We survey the
overview, introductory, and positioning papers on either
general cloud gaming, or specialized topics, such as
mobile cloud gaming and Game-as-a-Service (GaaS).
2) Cloud Gaming Platforms (Section III): We consider
papers that construct basic cloud gaming platforms,
which support different performance evaluation method-
ologies. These studies can be further categorized into
three groups: system integration, QoS evaluations, and
QoE evaluations.
a) System Integration (Section III-A): The funda-
mental step of cloud gaming research, like many
other systems areas, is to put up basic platforms,
based on existing tools. We summarize such system
integration efforts, which serve as cornerstones of
related research.
b) Quality of Service Evaluations (Section III-B):
We survey the studies on objective metric evalu-
ations, which algorithmically quantify the system
performance, i.e., without subject assessments. Ex-
isting papers focus on two types of objective met-
rics, Energy Consumption and Network Metrics.
The energy consumption is critical to mobile cloud
gaming clients, in order to prolong the precious
battery life. There are several network metrics
affecting the gamer experience, and interaction
latency is a representative network metric. The
interaction latency refers to the time difference
between a gamer input and the corresponding
game scene update on the client computer. Be-
cause gamers are highly sensitive to interaction
latency [19], its measurement methodologies draw
a lot of attentions in the literature.
c) Quality of Experience Evaluations
(Section III-C): We discuss the papers on
subjective metric evaluations, which are based
on user studies, where subject gamers give
opinion scores to their cloud gaming experience.
Conducting user studies is inherently expensive
and tedious, and thus most QoE studies attempt
to analyze the relationship between the QoS and
QoE metrics. The resulting models may in turn be
used to optimize cloud gaming platforms.
3) Optimizing Cloud Gaming Platforms (Section IV):
We consider papers that optimize cloud gaming plat-
forms from specific aspects; usually each work focuses
on optimizing one or a few components. Such studies
can be further categorized into two groups: cloud server
infrastructure and communications.
a) Cloud Server Infrastructure (Section IV-A):
The existing studies on optimizing cloud server
infrastructure are surveyed. Several papers study
the Resource Allocation problem of server and
network resources among multiple data centers,
server nodes, and game clients to optimize the
overall cloud gaming experience, where diverse
criteria are considered. Other papers optimize the
Distributed Architectures of cloud gaming plat-
forms, e.g., using Peer-to-Peer (P2P) overlays or
multi-tier clouds for better performance and scala-
bility.
b) Communications (Section IV-B): We survey
the existing work on optimizing the efficiency of
content streaming over the dynamic and heteroge-
neous communication channels. These studies are
further classified into two groups. First, several pa-
pers consider the problem of Data Compression,
e.g., layered coding and graphics compression are
proposed, which may outperform the conventional
2D image compression in certain environments.
Second, there are papers on Adaptive Transmis-
sion, which cope with the network dynamics by
continuously changing various parameters, such as
encoding bitrate, frame rate, and image resolution.
The same adaptive transmissions may also be used
to absorb the negative impacts due to insufficient
resources on cloud servers and game clients.
4) Commercial Cloud Gaming Services (Section V):
We survey the representative commercial cloud gaming
services, and classify them along different aspects. We
also discuss the advantages and disadvantage of different
cloud gaming services.
In the rest of this article, we survey the four classes of
papers in Sections II–V. They are followed by Section VI,
which concludes the survey.
II. CL OU D GAM IN G OVE RVIEW PAP ER S
As a promising cloud service provisioning paradigm, cloud
gaming has attracted interests from prominent research teams
all over the world. These teams have shared their thoughts
and ideas on cloud gaming from their viewpoints in several
high-level overview papers. In this section, we survey and
summarize the representative papers along this direction. Our
concise summary puts readers into the context of cloud gaming
research, while interested readers may find new research
directions in the surveyed overview papers.
Ross [74] is the first literature that introduces the cloud
gaming model to the academia in 2009, nine years after the
G-cluster’s demonstration of cloud gaming technology at E3.
The author describes gaming as cloud computing’s killer app
and depicts the blueprint of novel gaming delivery paradigm,
proposed by Advanced Micro Devices (AMD), which renders
games’ scene videos, compresses them, and transmit them to
the gamers through the Internet. This approach enables online
gamers to offload their graphic rendering tasks to the cloud,
thus, eliminates the computational workload on gamers’ local
platforms. This is the most popular definition of cloud gaming
adopted by most of the research work in this area. However,
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Fig. 2. Our proposed classification system of cloud gaming papers.
a recent publication [59] provides a more general definition,
by envisioning the cloud gaming system as a novel computer
architecture that leverages cloud resources to improve gaming
performance, such as rendering, response time, precision and
fairness. The authors distribute system workload to multiple
cloud servers and game clients to enable this vision. For a
further step, Cai et al. [4] explore the essence of cloud games
as inter-dependent components, thus, define cloud gaming as
utilizing cloud resources to host gaming components, thereby
reducing workload at gamers’ local platforms and increasing
the overall system performance. According to different inte-
gration approach of the cloud, the authors identify and discuss
the research directions of three cloud gaming architectures,
which are Remote Rendering,Local Rendering, and Cognitive
Resource Allocation.
After the official launch of OnLive in March 2010, the
business model for cloud gaming becomes a hot topic in
research society. Riungu-kalliosaari et al. [73] conduct in-
terviews in small and medium size gaming companies to
qualitatively study the adoption dynamics of cloud computing
. With grounded theory method, the authors observe that the
concept of cloud gaming are relatively well-known in the
industry, while gaming organizations still hesitate in adopting
cloud computing services and technologies due to the lack of
clear business models and success stories. To this end, Ojala
and Tyrvainen [66] start their investigations on developing
business models for cloud gaming services. As a case study
for Software as a Service (SaaS), the authors select G-cluster,
one of famous cloud gaming companies, and study its business
model over five years from 2005 to 2010. They conclude
that, over time, the business model in cloud gaming becomes
simpler and has fewer actors, which increases the revenue
per gamer. In addition, they also expect the cloud gaming
solution will make illegal copying practically impossible.
Another work [61] considers the convergence of mobile cloud
in gaming industry from a business model proposition. The
authors discuss the first sketch of a possible business model of
Kusanagi project, a proposed end-to-end infrastructure, from
domains of service, technology, organization, and financial,
while compare these domains of three cloud examples, i.e.,
G-cluster, Gaikai, and OnLive.
During the decade of development, there have been cloud
gaming systems and services in the market. A number of
positioning papers consider these systems and envision the
opportunities, challenges, and directions in this area. The lit-
erature, e.g., [23], [85], [100], [4], [59], [11], [17], covers both
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5
the commercial and academic platforms, while their concerns
of open issues are greatly overlapped in the topics of response
time minimization, graphical video encoding, network aware
adaption, QoE optimization, and cloud resource management.
Besides of these common focuses, each research team has
particular interests and directions. Dey et al. [23] concentrate
on developing device aware scalable applications, which in-
volve open issues of extending cloud to wireless networks.
Soliman et al. [85] briefly discuss related legal issues, in-
cluding patents, ownership concerns, guaranteed service levels,
and pricing schemes. In contrast, piracy and hacking may no
long be an issue, since the executable game program will
not be delivered to the gamers. Wu [100] explores cloud
gaming architecture from the aspect of cloud computing’s
three layers, i.e., IaaS, SaaS and PaaS. The author identifies
security as a potential challenge in cloud gaming, especially
data protection and location. Cai et al. [4] investigate the
features of different game genres and identify their impact
on cloud gaming system design. In addition, they provide
a vision on GaaS provisioning for mobile devices. Mishra
et al. [59] explain how to enhance the quality of online
gaming by integrating techniques from cloud gaming research
communities. Featured topics include the interplay between
QoS and QoE metrics, game models, and cloud expansion.
Chen et al. [11] point out some unique research directions in
cloud gaming, such as game integration, visualization, user
interface, server selection, and resource scheduling. Chuan et
al. [17] study cloud gaming from a green media perspective.
They discuss the major cloud gaming subsystems with green
designs, which include a cloud data centre, graphics rendering
modules, video compression techniques, and network delivery
methods.
In addition to these high-level studies, more cloud gaming
papers focus on individual research problems. We divide them
into several classifications and survey them in the following
sections.
III. CLO UD GA MI NG PL ATFO RM S
This section presents the work related to cloud gaming
platforms in three steps: (i) integrated cloud gaming platforms
for complete prototype systems, (ii) measurement studies on
QoS metrics, and (iii) measurement studies on QoE metrics.
A. System Integration
Providing an easy-to-use platform for (cloud) game devel-
opers is very challenging. This is because of the complex,
distributed, and heterogeneous nature of the cloud gaming plat-
forms. In fact, there is a clear tradeoff between development
complexity and optimization room. Platforms opt for very low
(or even no) additional development complexity may suffer
from limited room for optimization, which are referred to as
transparent platforms that run unmodified games. In contrast,
other platforms opt for more optimized performance at the
expense of requiring additional development complexity, such
as code augmentation and recompilation, which are called
non-transparent platforms. These two classes of cloud gaming
platforms have advantages and disadvantages, and we describe
representative studies in individual classes below.
The transparent platforms ease the burden of deploying new
games on cloud gaming platforms, at the expense of potentially
suboptimal performance. Depasquale et al. [22] present a
cloud gaming platform based on the RemoteFX extension of
Windows remote desktop protocol. Modern Windows servers
leverage GPUs and Hyper-V virtual machines to enable vari-
ous remote applications, including cloud games. Their experi-
ments reveal that RemoteFX allows Windows servers to better
adapt to network dynamics, but still suffers from high frame
loss rate and inferior responsiveness. Kim et al. [44] propose
another cloud gaming platform, which consists of a distributed
service platform, a distributed rendering system, and an en-
coding/streaming system. Their platform supports isolated
audio/video capturing, multiple clients, and browser-based
clients. Real experiments with 40 subjects have been done,
showing high responsiveness. Both Depasquale et al. [22] and
Kim et al. [44] are proprietary platforms, and are less suitable
for cloud gaming research. GamingAnywhere [40], [38] is
the first open source transparent cloud gaming platform. Its
design principles can be summarized as extensive, portable,
configurable, and open. The GamingAnywhere server supports
Windows and Linux, and the GamingAnywhere client runs
on Windows, Linux, Mac OS, and Android. It is shown that
GamingAnywhere outperforms several commercial/proprietary
cloud gaming platforms, and has been used and enhanced in
several cloud gaming studies in the literature. For example,
Hong et al. [35] develop adaptation algorithms for multiple
gamers, to maximize the gamer experience. In addition to: (i)
a user study to map cloud gaming parameters to gamer expe-
rience and (ii) optimization algorithms for resource allocation,
they also enhance GamingAnywhere [40], [38] to support on-
the-fly adaption of frame rate and bitrate.
The non-transparent platforms require augmenting and re-
compiling existing games to leverage unique features for better
gaming experience, which may potentially be time-consuming,
expensive, and error-prone. For example, current games can be
ported to Google’s Native Client technology [63], [62] or to
Mozilla’s asm.js language [1], [24]. Several other studies focus
on integrating new techniques with cloud gaming platforms for
better gaming experience. Nan et al. [64] propose a joint video
and graphics streaming system for higher coding efficiency as
well. Moreover, they present a rate adaptation algorithm to
further minimize the bandwidth consumption. Lee et al. [49],
[48] present a system to improve the responsiveness of mobile
cloud gaming by compensating network delay. In particular,
their system pre-renders potential future frames based on
some prediction algorithm and delivers the rendered frames to
mobile clients when the network conditions are good. These
frames are then used to compensate late video frames due to
unstable networks. They integrate the proposed system with
two open source games, and conduct a user study of 23
subjects. The subjects report good gaming experience under
nontrivial network delay, as high as 250 ms. Cai et al. [3]
build a prototype platform for decomposed cloud gaming,
and rigorously address several system issues, which were
not thoroughly investigated in their earlier work [4]. Their
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main contribution is the very first cognitive cloud gaming
platform that automatically adapts to distributive workload in
run-time, in order to optimally utilize distributed resources
(on different entities, like cloud servers, in-network computing
nodes, and gamers’ local platforms) for the best gamer experi-
ence. On the resulting platform, several games are developed
and empirically evaluated, demonstrating the potentials of
cognitive cloud gaming platforms. Several enhancements on
such a platform are still possible, such as implementing more
sophisticated games, supporting more gamers, and providing
more completed SDK (Software Development Kit) to cloud
game developers.
B. Quality of Service Evaluations
Performing QoS measurements is crucial for quantifying the
performance of the cloud gaming platforms. Moreover, doing
so in real-time allows us to effectively troubleshoot and even
to dynamically optimize the cloud gaming platforms. The QoS
related cloud gaming papers are roughly categorized into two
classes: (i) energy consumption and (ii) network metrics. They
are surveyed in the following.
1) Energy Consumption: Games have been known to push
consumer computing platforms to their maximum capacity.
In traditional systems such as desktop computers, it is often
expected and accepted that Game software will push a system
to its limits. However, mobile environments are in a strikingly
different scenario as they have limited power reserves. A
fully utilized mobile device may have a greatly reduced
running time, thus it is important to reduce the complexity
of these game software for mobile devices. Luckily, cloud
gaming systems provide a potential way forward by offloading
complicated processing tasks such as 3D rendering and physics
calculations to powerful cloud servers. However, cares must be
taken because the decoding of video, especially high definition
video is far from a trivial task. We will cover some pioneering
work [29], [91], [39] that has been done on this important
subject.
Hans et al. [29] systematically test the energy performance
of their in-house cloud gaming server MCGS.KOM on real
world tablets. They find that when WLAN was used as the
access network, cloud game software could save between 12%
and 38% of energy use, depending on the types of games
and tablets. Explorations on important energy saving coding
parameters for H.264/AVC are reported in Taher et al. [91].
Further, Huang et al. [39] explore the energy consumption
of the cloud gaming video decoders. The researchers found
that frame rate has the largest impact on the decoders energy
consumption, with bit rate and resolution also being major
contributors. Moreover, Shea et al. [79] explore the perfor-
mance and energy implications of combing cloud gaming
systems with live broadcasting systems such as Twitch.
2) Network Metrics: Like many other distributed multime-
dia applications, user experience highly depends on network
conditions. Therefore, evaluating different network metrics in
cloud gaming is crucial, and we present detailed survey below.
Claypool [18] measures the contents variety of different
game genres in details. 28 games from 4 perspectives, includ-
ing First-Person Linear,Third-Person Linear,Third-Person
Isometric, and Omnipresent, are selected to analyze their
scene complexity and motion, indicated by average Intra-coded
Block Size (IBS) and Percentage of Forward/backward or
Intra-coded Macroblocks (PFIM), respectively. Measurements
conducted by the author suggest that Microsoft’s remote
desktop achieves better bitrate than NoMachine’s NX client,
while NX client has higher frame rate. A following work
[21] investigates OnLive’s network characteristics, such as the
data size and frequency being sent and the overall downlink
and uplink bitrates. The authors reveal that the high downlink
bitrates of OnLive games are very similar to those of live
videos, nevertheless, OnLive’s uplink bitrates are much more
moderate, which are comparable to traditional game uplink
traffic. They also indicate that the game traffic features are
similar for three types of game genres, including First-Person,
Third-Person, and Omnipresent, while the total bitrates can
vary by as much as 50%. Another important finding is that
OnLive does not demonstrate its ability in adapting bitrate
and frame rates to network latency.
Chen et al. [10] analyze a cloud gaming system’s re-
sponse delays and segment it into three components, including
network delay, processing delay, and playout delay. With
this decomposition, the authors propose a methodology to
measure the latency components and apply the methodology
on OnLive and StreamMyGame, two of the popular cloud
gaming platforms. The authors identify that OnLive system
outperforming StreamMyGame in terms of latency, due to the
different resource provisioning strategy based on game genres.
A following work [9] by the same group extend the model by
adding game delay, which represents the latency introduced
by the game program to process commands and render the
next video frame of the game scene. They also study how
system design and selective parameters affect responsiveness,
including scene complexity, updated region sizes, screen reso-
lutions, and computation power. Their observation in network
traffics are inline with previous work conducted by Claypool
et al. [21]. Lower network quality, including the higher packet
loss rate and insufficient bandwidth, will impose negative
impacts on both of OnLive and StreamMyGame, resulting
lower frame rates and worse graphic quality. Moreover, by
quantifying the streaming quality, the authors further reveal
that OnLive implements an algorithm to adapt its frame rate
to the network delay, while StreamMyGame doesn’t.
Manzano et al. [55] collect and compare network traffic
traces of OnLive and Gaikai, including packet inter-arrival
times, packet size, and packet inter-departure time, to observe
the difference between cloud gaming and traditional online
gaming from the perspectives of network load and traffic
characteristics. The authors reveal that the package size dis-
tributions between the two platforms are similar, while the
packet inter-arrival times are distinct. Afterwards, Manzano et
al. [56] claim to be the first research work on specific network
protocols used by cloud gaming platforms. They focus on
conducting a reverse engineering study on OnLive, based on
extensive traffic traces of several games. The authors further
propose a per-flow traffic model for OnLive, which can be
used for network dimensioning, planning optimization, and
other studies.
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7
Shea et al. [81] measure the interaction delay and image
quality of OnLive system, under diverse games, computers,
and network configurations. The authors conclude that cloud
procedure introduces 100 to 120 ms latency to the overall
system, which requires further developments in both video
encoders and streaming software. Meanwhile, the impacts of
compression mechanism on video quality are quite notice-
able, especially under the circumstances with lower available
bandwidth. They later present an experimental study [80]
on the performance of existing commercial games and ray-
tracing applications with graphical processing units (GPUs).
According to their analysis, gaming applications in virtual-
ized environments demonstrate poorer performance than the
instances executing in non-virtualized bare-metal baseline.
Detailed hardware profiling further reveals that the pass-
through access introduces memory bottleneck, especially for
those games with real-time interactions. Another work [36],
however, observes more advanced virtualization technologies
such as mediated pass-through maintain high performance in
virtualized environments. In the authors’ measurement work,
rendering with virtualized GPUs may achieves better perfor-
mance than direct pass-through ones. In addition, if the system
adopts software video coding, the CPU may became the
bottleneck, while hypervisor will no longer be the constraint of
the system performance. Based on these analysis, the authors
conclude that current virtualization techniques are already
good enough for cloud gaming.
Suznjevic et al. [89] measure 18 games on GamingAny-
where [38] to analyze the correlation between the charac-
teristics of the games played and their network traffic. The
authors observe the highest values for motion, action game
and shooter games, while the majority of strategy games are
relatively low. In contrast, for spatial metrics the situation is
reversed. They also conclude that the bandwidth usage for
most games are within the range of 3 and 4 Mbit/s, except the
strategy games that consume less network resources. Another
notable finding is that, gamers’ action rate will introduce a
slight packet rate increase, but will not affect the generated
network traffic volume.
Lampe et al. [46] conduct experimental evaluations of user-
perceived latency in cloud games and locally executed video
games. Their results, produced by a semi-automatic mea-
surement tool called GALAMETO.KOM, indicate that cloud
gaming introduces additional latency to game programs, which
is approximately 85% to 800% higher than local executions.
This work also features the significant impact of round-trip
time. The measurement results confirm the hypothesis that the
geographical placement of cloud data centres is an important
element in determining response delay, specifically when the
cloud gaming services are accessed through cellular networks.
Xue et al. [102] conduct a passive and active measurement
study for CloudUnion, a Chinese cloud gaming system. The
authors characterize the platform from the aspects of archi-
tecture, traffic pattern, user behaviour, frame rate and gaming
latency. Observations include: (i) CloudUnion adopts a geo-
distributed infrastructure; (ii) CloudUnion suffers from a queu-
ing problem with different locations from time to time; (iii) the
User Datagram Protocol (UDP) outperforms the Transmission
Control Protocol (TCP) in terms of response delay while
sacrificing the video quality; and (iv) CloudUnion adopts con-
servative video rate recommendation strategy. By comparing
CloudUnion and GamingAnywhere [38], the authors observe
four common problems. First, the uplink and downlink data
rates are asymmetric. Second, low-motion games perceive a
periodical jitter at the interval of 10 seconds. Third, audio
and video streams are suffering from synchronization problem.
Fourth, packet loss in network transmission degrades gaming
experiences significantly.
C. Quality of Experience Evaluations
Measuring and modeling cloud gaming QoE are no easy
tasks because QoE metrics are subjective. In particular, enough
subjects need to be recruited, and time-consuming, tedious,
and expensive user studies need to be carried out. After that,
practical models to relate the QoS and QoE metrics need to
be proposed, trained, and evaluated. Only when the resulting
models are validated with large datasets, they can be employed
in actual cloud gaming platforms. Cloud gaming QoE has
been studied in the literature and can be categorized into two
classes: (i) general cloud gaming QoE evaluations, and (ii)
mobile cloud gaming QoE evaluations, which are tailored for
mobile cloud games, where mobile devices are resource con-
strained and vulnerable to inferior wireless network conditions.
We survey the related work in these two classes below.
Chang et al. [8] present a measurement and modeling
methodology on cloud gaming QoE using three popular remote
desktop systems. Their experiment results reveal that the
QoE (in gamer performance) is a function of frame rate and
graphics quality, and the actual functions are derived using
regression. They also show that different remote desktop sys-
tems lead to quite diverse QoE levels under the same network
conditions. Jarschel et al. [42] present a testbed for a user study
on cloud gaming services. Mean Opinion Score (MOS) values
are used as the QoE metrics, and the resulting MOS values are
found to depend on QoS parameters, such as network delay
and packet loss, and context, such as game genres and gamer
skills. Their survey also indicates that very few gamers are
willing to commit themselves in a monthly fee plan for cloud
gaming. Hence, better business models are critical to long-
term success of cloud gaming. Moller et al. [60] also conduct
a subjective test in the labs, and consider 7 different MOS
values: input sensitivity, video quality, audio quality, overall
quality, complexity, pleasantness, and perceived value. They
observe complex interplays among QoE metrics, QoS metrics,
testbed setup, and software implementation. For example, the
rate control algorithm implemented in cloud gaming client is
found to interfere with the bandwidth throttled by a traffic
shaper. Several open issues are raised after analyzing the
results of the user study, partially due to the limited number
of participants. Slivar et al. [84] carry out a user study of in-
home cloud gaming, i.e., the cloud gaming servers and clients
are connected over a LAN. Several insights are revealed, e.g.,
switching from a standard game client to in-home cloud gam-
ing client leads to QoE degradation, measured in MOS values.
Moreover, more skilled gamers are less satisfied with in-home
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8
cloud gaming. Hossain et al. [37] adopt gamer emotion as a
QoE metric and study how several screen effects affect gamer
emotion. Sample screen effects include adjusting: (i) redness,
(ii) blueness, (iii) greenness, (iv) brightness, and (v) contrast;
and the goal of applying these screen effects is to mitigate
negative gamer emotion. They then perform QoE optimization
after deriving an empirical model between screen effects and
gamer emotion.
Some other QoE studies focus on the response delay, which
is probably the most crucial performance metric in cloud
gaming, where servers may be geographically far away from
clients. Lee et al. [50] find that response delay imposes
different levels of implications on QoE with different game
genres. They also develop a model to capture this implication
as a function of gamer inputs and game scene dynamics. Quax
et al. [71] make similar conclusions after conducting extensive
experiments, e.g., gamers playing action games are more
sensitive to high responsive delay. Claypool and Finkel [20]
perform user studies to understand the objective and subjective
effects of network latency on cloud gaming. They find that
both MOS values and gamer performance degrade linearly
with network latency. Moreover, cloud gaming is very sensitive
to network latency, similar to the traditional first-person avatar
games. Raaen [72] designs a user study to quantify the smallest
response delay that can be detected by gamers. It is observed
that some gamers can perceive <40 ms response delay, and
half of the gamers cannot tolerate ≥100 ms response delay.
Haung et al. [41] perform extensive cloud gaming exper-
iments using both mobile and desktop clients. Their work
reveals several interesting insights. For example, gamers’
satisfaction on mobile clients are more related to graphics
quality, while the case on desktop clients is more correlated to
control quality. Furthermore, graphics and smoothness qual-
ity are significantly affected by the bitrate, frame rate, and
network latency, while the control quality is determined only
by the client types (mobile or desktop). Wang and Dey [94],
[97] build a mobile cloud gaming testbed in their lab for
subjective tests. They propose a Game Mean Opinion Score
(GMOS) model, which is a function of game genre, streaming
configuration, measured Peak Signal-to-Noise Ratio (PSNR),
network latency, and packet loss. The derivations of model
parameters are done via offline regression, and the resulting
models can be used for optimizing mobile cloud gaming
experience. Along this line, Liu et al. [54] propose a Cloud
Mobile Rendering–Mean Opinion Score (CMR-MOS) model,
which is a variation of GMOS. CMR-MOS has been used in
selecting detail levels of remote rendering applications, like
cloud games.
IV. OPT IM IZ IN G CLO UD GA MI NG PL ATFORM S
This section surveys optimization studies on cloud gaming
platforms, which are further divided into two classes: (i) cloud
server infrastructure and (ii) communications.
A. Cloud Server Infrastructure
To cope with the staggering demands from the massive
number of cloud gaming users, carefully-designed cloud server
infrastructures are required for high-quality, robust, and sus-
tainable cloud gaming services. Cloud server infrastructures
can be optimized by: (i) intelligently allocating resources
among servers or (ii) creating innovative distributed structures.
We detail these two types of work in the following.
1) Resource Allocation: The amount of resources allocated
to high performance multimedia applications such as cloud
gaming continues to grow in both public and private data
centers. The high demand and utilization patterns of these plat-
forms make the smart allocation of these resources paramount
to the efficiency of both public and private clouds. From
Virtual Machine (VM) placement to shared GPUs, researchers
from many areas have been exploring how to efficiently use
the cloud to host cloud gaming platforms. We now explore
the important work done in this area to facilitate efficient
deployment of cloud gaming platforms.
Critical work has been done on both VM placement and
cloud scheduling to facilitate better quality of cloud gaming
services. For example, Wang et al. [98] show that, with
proper scheduling of cloud instances, cloud gaming servers
could be made wireless networking aware. Simulations of
their proposed scheduler show the potential of increased
performance and decreased costs for cloud gaming platforms.
Researchers also explore making resource provisioning cloud
gaming aware. For example, a novel QoE aware VM place-
ment strategy for cloud gaming is developed [33]. Further,
research has been done to increase the efficiency of re-
source provisioning for massively multi-player online games
(MMOG) [57]. The researchers develop greedy heuristics to
allocate the minimum number of computing nodes required
to meet the MMOG service needs. Researchers also study the
popularity of games on the cloud gaming service OnLive and
propose methods to improve performance of these systems
based on game popularity [25]. Later, a resource allocation
strategy [51] based on the expected ending time of each
play session is proposed. The strategy can reduce the cost of
operation to cloud gaming providers by reducing the number
of purchased nodes required to meet their clients needs. They
note that classical placement algorithms such as First Fit and
Best Fit, are not effective for cloud gaming. After extensive
experiments, the authors show an algorithm leveraging on
neural-network-based predictions, which could improve VM
deployment, and potentially decreases operating costs.
Although many cloud computing workloads do not require
a dedicated GPU, cloud gaming servers require access to a
rendering device to provide 3D graphics. As such VM and
workload placements have been researched to ensure cloud
gaming servers have access to adequate GPU resources. Kim et
al. [45] propose a novel architecture to support multiple-view
cloud gaming servers, which share a single GPU. This archi-
tecture provides multi-focal points inside a shared cloud game,
allowing multiple gamers to potentially share a game world,
which is rendered on a single GPU. Zhao et al. [104] perform
an analysis of the performance of combined CPU/GPU servers
for game cloud deployments. They try offloading different
aspects of game processing to these cloud servers, while
maintaining some local processing at the client side. They
conclude that keeping some processing at the client side may
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9
lead to an increase in QoS of cloud gaming platforms.
Pioneering research has also been done on GPU sharing and
resource isolation for cloud gaming servers [70], [103]. These
works show that with proper scheduling and allocation of re-
sources we can maximize GPUs utilization, while maintaining
high performance for the gamers sharing a single GPU. Shea
and Liu [80] show that direct GPU assignment to a virtualized
gaming instance can lead to frame rate degradation of over
50% in some gaming applications. They find that the GPU
device pass-through severely diminishes the data transfer rate
between the main memory and the GPU. Their follow-up work
using more advanced platforms [78] reveals that although the
memory transfer degradation still exists, it no longer affects
the frame rate of current generation games. Hong et al. [34]
perform a parallel work, where they discover that the frame
rate issue presents in virtualized clouds may be mitigated by
using mediated pass-through, instead of direct assignment.
In addition, work has been done to augment existing clouds
and games to improve cloud gaming efficiency. It has been
shown that using game engine information can greatly re-
duce the resources needed to calculate the motion estimation
(ME) needed for conventional compression algorithms such as
H.264/AVC [76]. Research into these technique shows that we
can accelerate the motion estimation phase by over 14% if we
use in-game information for encoding. Others have proposed
using reusable modules for cloud gaming servers [30]. They
refer to these reusable modules as substrates and test the
latency between the different components. All these data
compression studies affect resource allocation; we provide a
comprehensive survey on data compression for cloud gaming
in Section IV-B1.
2) Distributed Architectures: Due to the vast geographic
distribution of the cloud gaming clients the design of dis-
tributed architectures is of critical importance to the deploy-
ment of cloud gaming systems. The design of these systems
must be carefully optimized to ensure that a cloud gaming
system can sufficiently cover its target audience. Further,
to maintain the extremely low delay tolerance required for
high QoE even the placement of different server components
must be optimized for the lowest possible latency. These
innovative distributed architectures have been investigated in
the literature, and we detail them below.
Suselbeck et al. [90] discover that running a cloud gaming
based massively multi-player online game (MMOG) may
suffer from increased latency. These issues are aggravated
in a cloud gaming context because MMOG are already ex-
tremely latency sensitive applications. The increased latency
introduced by a cloud gaming may vastly decrease the playa-
bility of these games. To deal with this increased latency,
they propose a P2P based solution. Similarly, Prabu and
Purushotham [69] propose a P2P system based on Windows
Azure to support online games.
Research has also been done on issues created by the
geographical distance between the end user of cloud gaming
and a cloud gaming data center. Choy et al. [13] show that
the current geographical deployments of public data centers
leave a large fraction of the USA with an unacceptable
RTT for low latency applications such as cloud gaming.
To help mitigate this issue, they propose deploying edge
servers near some users for cloud gaming; a follow up work
further explores this architecture and shows that hybrid edge-
cloud architectures could indeed expand the reach of cloud
gaming data centers [14]. Similarly, Siekkinen and Xiao [83]
propose a distributed cloud gaming architecture with servers
deployed near local gamers when necessary. The researchers
prototype the system and show that if being deployed widely
enough, for example at the ISP level, cloud gaming could
reach an even larger audience. Tian et al. [92] perform an
extensive investigation into issues of deploying cloud gaming
architecture with distributed data centers. They focus on a
scenario where adaptive streaming technology is available to
the cloud provider. The authors give an optimization algorithm,
which can improve gamer QoE as well as reducing operating
costs of the cloud gaming provider. The algorithm is evaluated
using trace driven simulations, and the results show a potential
cost savings of 25% to the cloud gaming provider.
B. Communications
Due to the distributed nature of cloud gaming services,
the efficiency and robustness of the communication channels
between cloud gaming servers and clients are crucial and have
been studied. These studies can be classified into two groups:
(i) the data compression algorithms to reduce the network
traffic amount and (ii) the transmission adaptation algorithms
to cope with network dynamics. We survey the work in these
two groups in the following.
1) Data Compression: After game scenes are computed on
cloud servers, they have to be captured in proper representa-
tions and compressed before being streamed over networks.
This can be done in one of the three data compression
schemes: (i) video compression, which encodes 2D rendered
videos and potentially auxiliary videos (such as depth videos)
for client side post-rendering operations, (ii) graphics com-
pression, which encodes 3D structures and 2D textures, and
(iii) hybrid compression, which combines both video and
graphics compression. Upon cloud gaming servers produce
compressed data streams, the servers send the streams to client
computers over communication channels. We survey each of
the three schemes below.
Video compression is the most widely-used data compres-
sion schemes for cloud gaming probably because 2D video
codecs are quite mature. These proposals strive to improve the
coding efficiency in cloud gaming, and can be further classified
into groups depending on whether in-game graphics contexts,
such as camera locations and orientations, are leveraged for
higher coding efficiency. We first survey the proposals that
do not leverage graphics contexts. Cai et al. [6] propose to
cooperatively encode cloud gaming videos of different gamers
in the same game session, in order to leverage inter-gamer
redundancy. This is based on an observation that game scenes
of close-by gamers have non-trivial overlapping areas, and thus
adding inter-gamer predictive video frames may improve the
coding efficiency. The high-level idea is similar to multiview
video codecs, such as H.264/MVC, and the video packets
shared by multiple gamers are exchanged over an auxiliary
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10
short-range ad-hoc network in a P2P fashion. Cai et al. [5]
improve upon the earlier work [6] by addressing three more
research problems: (i) uncertainty due to mobility, (ii) diversity
of network conditions, and (iii) model of QoE. These problems
are solved by a suite of optimization algorithms proposed in
their work. Sun and Wu [88] solve the video rate control
problem in cloud gaming in two steps. First, they adopt
the concept of RoI, and define heterogeneous importance
weights for different regions of game scenes. Next, they
propose a macroblock-level rate control scheme to optimize
the RoI-weighted video quality. Cheung et al. [12] propose
to concatenate the graphic renderer with a customized video
coder on servers in cellular networks and multicast the coded
video stream to a gamer and multiple observers. Their key
innovation is to leverage the depth information used in 3D
rendering process to locate the RoI and then allocate more
bits to that region. The resulting video coder is customized for
cloud gaming, yet produces standard compliant video streams
for mobile devices. Lui et al. [53] also leverage rendering
information to improve video encoding in cloud gaming for
better perceived video quality and shorter encoding time.
In particular, they first analyze the rendering information to
identify RoI and allocate more bits on more important regions,
which leads to better perceived video quality. In addition,
they use this information to accelerate the encoding process,
especially the time used in motion estimation and macroblock
mode selection. Experiments reveal that their proposed video
coder saves 42% of encoding time and achieves perceived
video quality similar to the unmodified video coder. Similarly,
Semsarzadeh et al. [76] study the feasibility of using rendering
information to accelerate the computationally-intensive motion
estimation and demonstrate that it is possible to save 14.32%
of the motion estimation time and 8.86% of the total encoding
time. The same authors [77] then concertize and enhance their
proposed method, in which they present the general method,
well-designed programming interface, and detailed motion
estimation optimization. Both subjective and objective tests
show that their method suffers from very little quality drop
compared to the unmodified video coder. It is reported that
they achieve 24% and 39% speedups on the whole encoding
process and motion estimation, respectively.
Next, we survey the proposals that utilize graphics con-
texts [82], [101]. Shi et al. [82] propose a video compression
scheme for cloud gaming, which consists of two unique
techniques: (i) 3D warping-assisted coding and (ii) dynamic
auxiliary frames. 3D warping is a light-weight 2D post-
rendering process, which takes one or multiple reference view
(with image and depth videos) to generate a virtual view
at a different camera location/orientation. Using 3D warping
allows video coders to skip some video frames, which are
then wrapped at client computers. Dynamic auxiliary frames
refer to those video frames rendered with intelligently-chosen
camera location/orientations that are not part of the game
plays. They show that the auxiliary frames help to improve
3D warping performance. Xu et al. [101] also propose two
techniques to improve the coding efficiency in cloud gam-
ing. First, the camera rotation is rectified to produce video
frames that are more motion estimation friendly. On client
computers, the rectified videos are compensated with some
camera parameters using a light-weight 2D process. Second,
a new interpolation algorithm is designed to preserve sharp
edges, which are common in-game scenes. Last, we notice
that the video compression schemes are mostly orthogonal
to the underneath video coding standards, and can be readily
integrated with the recent (or future) video codecs for further
performance improvement.
Graphics compression is proposed for better scalability,
because 3D rendering is done at individual client computers.
Compressing graphics data, however, is quite challenging and
may consume excessive network bandwidth [52], [58]. Lin et
al. [52] design a cloud gaming platform based on graphics
compression. Their platform has three graphics compression
tools: (i) intra-frame compression, (ii) inter-frame compres-
sion, and (iii) caching. These tools are applied to graphics
commands, 3D structures, and 2D textures. Meilander et
al. [58] also develop a similar platform for mobile devices,
where the graphics are sent from cloud servers to proxy clients,
which then render game scenes for mobile devices. They also
propose three graphics compression tools: (i) caching, (ii)
lossy compression, and (iii) multi-layer compression. Gener-
ally speaking, tuning cloud gaming platforms based on graph-
ics compression for heterogeneous client computers is non-
trivial, because mobile (or even some stationary) computers
may not have enough computational power to locally render
game scenes.
Hybrid compression [15], [16] attempts to fully utilize
the available computational power on client computers to
maximize the coding efficiency. For example, Chuah and
Cheung [15] propose to apply graphics compression on sim-
plified 3D structures and 2D textures, and send them to client
computers. The simplified scenes are then rendered on client
computers, which is called the base layer. Both the full-
quality video and the base-layer video are rendered on cloud
servers, and the residue video is compressed using video
compression and sent to client computers. This is called the
enhancement layer. Since the base layer is compressed as
graphics and the enhancement layer is compressed as videos,
the proposed approach is a hybrid scheme. Based on the
layered coding proposal, Chuah et al. [16] further propose
a complexity-scalable base-layer rendering pipeline suitable
for heterogeneous mobile receivers. In particular, they employ
scalable Blinn-Phong lighting for rendering the base-layer,
which achieves maximum bandwidth saving under the comput-
ing constraints of mobile receivers. Their experiments demon-
strate that their hybrid compression solution, customized for
cloud gaming, outperforms single-layer general-purpose video
codecs.
2) Adaptive Transmission: Even though data compression
techniques have been applied to reduce the network trans-
mission rate, the fluctuating network provisioning still results
in unstable service quality to the gamers in cloud gaming
system. These unpredictable factors include bandwidth, round-
trip time, jitter, and etc. Under this circumstance, adaptive
transmission is introduced to further optimize gamers’ QoE.
The foundation of these studies is based on a common sense:
gamers would prefer to scarify video quality to gain smoother
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11
playing experience in insufficient network QoS supplement.
Jarvinen et al. [43] explore the approach to adapt the
gaming video transmission to available bandwidth. This is
accomplished by integrating a video adaptation module into
the system, which estimates the network status from network
monitor in real-time and dynamically manipulates the encod-
ing parameters, such as frame rate and quantization, to produce
specific adaptive bit rate video stream. The authors utilize RTT
jitter value to detect the network congestion, in order to decide
if the bit rate adaptation should be triggered. To evaluate
this proposal, a following work [47] conducts experiments on
a normal television with an IPTV set-top-box. The authors
simulate the network scenarios in homes and hotels to verify
that the proposed adaptation performed notably better.
Adaptive transmission has also been studied in mobile
scenarios. Wang and Dey [95] first decompose the cloud
gaming system’s response time into sub-components: server
delay, network uplink/downlink delay, and client delay. Among
the optimization techniques applied, rate-selection algorithm
provides a dynamic solution that determine the time and the
way to switch the bit rate according to the network delay.
As a further step, Wang and Dey [96] study the potential of
rendering adaptation. They identify the rendering parameters
that affect a particular game, including realistic effect (e.g.,
colour depth, multi-sample, texture-filter, and lighting mode),
texture detail, view distance and enabling grass. Afterwards,
they analyze these parameters’ characteristics of communi-
cations and computation costs and propose their rendering
adaptation scheme, which is consisted of optimal adaptive
rendering settings and level-selection algorithm. With the
experiments conducted on commercial wireless networks, the
authors demonstrate that acceptable mobile gaming user expe-
rience can be ensured by their rendering adaption technique.
Thus, they claim that their proposal is able to facilitate cloud
gaming over mobile networks.
Other aspects of transmission adaptation have also been
investigated in the literature. He et al. [31] consider the
adaptive transmission from the perspective of multi-player.
The authors calculate the packet urgency based on buffer status
estimation and propose a scheduling algorithm. In addition,
they also suggest an adaptive video segment request scheme,
which estimates media access control (MAC) queue as an
additional information to determine the request time interval
for each gamer, on the purpose of improving the playback
experience. Bujari et al. [2] provides a VoAP algorithm to
address the flow coexistence issue in wireless cloud gam-
ing service delivery. This research problem is introduced by
the concurrent transmissions of TCP-based and UDP-based
streams in home scenario, where the downlink requirement
of gaming video exacerbate the operation of above mentioned
transport protocols. The authors’ solution is to dynamically
modify the advertised window, in such way the system can
limit the growth of the TCP flow’s sending rate. Wu et al. [99]
present a novel transmission scheduling framework dubbed
AdaPtive HFR vIdeo Streaming (APHIS) to address the issue
in the cloud gaming video delivery through wireless networks.
The authors first propose an online video frame selection
algorithm to minimize the total distortion based on network
status, input video data, and delay constraint. Afterwards, they
introduce an unequal forward error correction (FEC) coding
scheme to provide differentiated protection for Intra (I) and
Predicted (P) frames with low-latency cost. The proposed
APHIS framework is able to appropriately filter video frames
and adjust data protection levels to optimize the quality of
HFR video streaming. Hemmati et al. [32] propose an object
selection algorithm to provide an adaptive scene rendering
solution. The basic idea is to exclude less important objects
from the final output, thus to reduce less processing time
for the server to render and encode the frames. In such a
way, the cloud gaming system is able to achieve a lower bit
rate to stream the resulting video. The proposed algorithm
evaluates the importance of objects from the game scene based
on the analysis of gamers’ activities and do the selection work.
Experiments demonstrate that this approach reduces streaming
bit rate by up to 8.8%.
V. CO MM ER CI AL CL OU D GAM IN G SERVICES
In addition to the technical problems discussed in prior
sections, commercialization and business models of cloud
gaming services are critical to their success. We survey the
commercialization efforts starting from a short history on
cloud gaming services. G-cluster [26] starts building cloud
gaming services since early 2000’s. In particular, G-cluster
publicly demonstrated live game streaming1over WiFi to a
PDA in 2001, and a commercial game-on-demand service
in 2004. G-cluster’s service is tightly coupled with several
third-party companies, including game developers, network
operators, and game portals. This can be partially attributed to
the less mature Internet connectivity and data centers, which
force G-cluster to rely on network QoS supports from network
operators. Ojala and Tyrvainen [66] presents the evolution of
G-cluster’s business model, and observe that the number of
G-cluster’s third-party companies is reduced over years. The
number of households having access to G-cluster’s IPTV-based
cloud gaming service increased from 15,000 to 3,000,000
between 2005 and 2010.
In late 2000’s, emerging cloud computing companies start
offering Over-The-Top (OTT) cloud gaming services, repre-
sented by OnLive [67], Gaikai [27], and GameNow [28].
OTT refers to delivering multimedia content over the Inter-
net above arbitrary network operators to end users, which
trades QoS supports for ubiquitous access to cloud games.
OnLive [67] was made public in 2009, and was a well-
known cloud gaming service, probably because of its investors
including Warner Bros, AT&T, Ubisoft, and Atrari. OnLive
provided subscription based service, and hosted its servers
in several States within the US, to control the latency due
to geographical distances. OnLive ran into financial difficulty
in 2012, and ceased operations in 2015 after selling their
patents to Sony [87]. Gaikai [27] offered cloud gaming service
using a different business model. Gaikai adopt cloud gaming
to allow gamers to try new games without purchasing and
installing software on their own machines. At the end of
each gameplay, gamers are given options to buy the game
1At that time, the term cloud was not yet popular.
2169-3536 (c) 2016 IEEE. Translations and content mining are permitted for academic research only. Personal use is also permitted, but republication/redistribution requires IEEE permission. See
http://www.ieee.org/publications_standards/publications/rights/index.html for more information.
This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI 10.1109/ACCESS.2016.2590500, IEEE Access
12
if they like it. That is, Gaikai is more like an advertisement
service for game developers to boost their sales. Gaikai was
acquired by Sony [86] in 2012, which leads to a new cloud
gaming service from Sony, called PS Now [68] launched in
2014. PS Now allows gamers to play PlayStation games as
cloud games, and adopts two charging models: per-game and
monthly subscription.
The aforementioned cloud gaming services can be classified
in groups from two aspects. We discuss the advantages and
disadvantages of different groups in the following. First, cloud
gaming services are either: (i) integrated with underlaying
networks or (ii) provided as OTT services. Tighter integration
provides better QoS guarantees which potentially lead to better
user experience, while OTT reduces the expenses on cloud
gaming services at a possible risk of unstable and worse user
experience. Second, cloud gaming services adopt one of the
three charging models: (i) subscription, (ii) per-game, and (iii)
free to gamers. More specifically, cloud gaming users pay
for services in the first two charging models, while third-
party companies, which can be game developers or network
operators, pay for services in the third charging model. In the
future, there may be innovative ways to offer cloud gaming
services to general publics in a commercially-viable manner.
VI. CO NC LU SI ON A ND OU TL OO K
In this article, we grouped the existing cloud gaming
research into four classifications: (i) overview, (ii) platform,
(iii) optimization, and (iv) commercialization. In Section II
(overview), we included papers that introducing general and
specialized (such as mobile) cloud gaming. In Section III
(platform), we presented the basic cloud gaming platforms that
support quantitative performance measurements. More specifi-
cally, we considered: (i) QoS evaluations, such as energy con-
sumption and network metrics, and (ii) QoE evaluations, such
as gamer experience. In Section IV (optimization), we pre-
sented the two major optimization directions: (i) cloud server
infrastructure, such as resource allocation and distributed ar-
chitecture, and (ii) communications, such as data compression
and adaptive transmission. In Section V (commercialization),
we gave a brief history of cloud gaming services, followed by
the design decisions made by representative commercial cloud
gaming services.
Cloud gaming is not a panacea and incurs non-trivial
costs to service providers. Minimizing the cost on cloud and
networking resources while achieving high gamer experience
requires careful optimization like the approaches explored
in this survey. Without these optimizations, service provider
cannot consolidate enough cloud gaming users to each phys-
ical machine. This in turn leads to much lower profits, and
may drive the service provider out of business. Some early
industrial pioneers such as OnLive [67] have unfortunately
exited the market. More recent cloud gaming services such
as PS Now [68] and GameNow [28] are better optimized
and will be more competitive in the current gaming industry.
As commercial cloud gaming services become financially
sustainable, the new cloud gaming ecosystem will continue
to expand, leading to more investments and technologies to
improve these services. Much of the innovation needed to push
cloud gaming to the next level may reside in creating new
programing paradigms to support the unique needs of these
complex systems. Most current cloud gaming platforms work
as a ”black box” simply wrapping a traditionally programed
game in a support system to enable cloud gaming. Although,
the original black box model of cloud gaming has led to
many practical real world implementations a more integrated
approach may be necessary. It is likely that using in-game
contexts or whole new programing paradigms may solve some
of cloud gaming shortcomings [7]. Future cloud gaming aware
programing paradigms will help facilitate both better user
experience and resource utilization. This will allow more
innovative, yet demanding ideas to be implemented, which
in turn results in critical momentum towards building the next
generation cloud gaming services.
In summary, the advances of technologies turn playable
cloud gaming services into reality; more optimization tech-
niques gradually make cloud gaming services profitable;
hence, we believe that we are on the edge of a new era of
a whole new cloud gaming ecosystem, which will eventually
leads to the next generation cloud gaming services.
ACK NOW LE DG EM EN TS
This work was supported in part by a UBC Four Year
Doctoral Fellowship, by the Canadian Natural Sciences and
Engineering Research (Grant STPGP 447524), and by the Na-
tional Natural Science Foundation of China (Grant 61271182).
This work was partially supported by the Ministry of Science
and Technology (MOST) of Taiwan under the grants: 102-
2221-E-007-062-MY3, 103-2221-E-009-230-MY2, 104-2221-
E-009-200-MY3, 103-2221-E-001-023-MY2.
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