Thin to Win? Network Performance Analysis of the OnLive Thin Client Game System Mark Claypool, David Finkel, Alexander Grant and Michael Solano Computer.

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Presentation transcript:

Thin to Win? Network Performance Analysis of the OnLive Thin Client Game System Mark Claypool, David Finkel, Alexander Grant and Michael Solano Computer Science and Interactive Media & Game Development Worcester Polytechnic Institute Worcester, MA 01609, USA

What is OnLive and Why is it Important? Gaming in the cloud Thin client, no special hw requirements –PC, Mac, OnLive mini-console Game video streamed to client Importance: –Allows playing AAA games on simple devices –Provide access to legacy games on next-gen consoles without hardware compatibility 2

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 3

Motivation Network operators to 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. Selected games of similar hardware requirements 4

Unreal Tournament III (2007) First-person shooter 5

Batman: Arkham Asylum (2009) Third-person action-adventure 6

Grand Ages: Rome Real-time strategy, omnipresent (2009) 7

Experimental Set-Up 8

Design of Experiments All traffic measured UDP Varied capacity, loss and latency Parameters: –Capacity (down:up)5:1 Mb/s, 10:2 Mb/s, and unrestricted –Latency (round-trip)0, 40, and 70 ms –Loss (downstream)0%, 1%, and 1.5% –Iterations: 2.5 minute game runs, 3 iterations for each experiment, following longer pilot studies. 9

Downstream Bitrate unrestricted 10

Upstream Bitrate unrestricted 11

Downstream Packet Size unrestricted 12

Downstream Bitrate Capacity restriction 13

Measured Frame Rates on PC ExperimentFrame Rate Unrestricted60 fps 40 ms latency 70 ms latency 60 fps 1% loss 1.5% loss 30 fps 10 Mb/s 5 Mb/s 30 fps 25 fps 14

Conclusions OnLive games have high downstream bitrates, moderate upstream bitrates The characteristics of game traffic are similar for all genres tested Bitrates do not adapt to loss or latency, do adapt to capacity limits. Frame rates adapt to both capacity limits and loss, but not to latency. 15

Future Work 16 OnLive for Tablets (iOS and Android ) OnLive Desktop

Future Work 17 Comparison of OnLive, GaiKai, other thin client systems Comprehensive study of additional OnLive games

Thin to Win? Network Performance Analysis of the OnLive Thin Client Game System Mark Claypool, David Finkel, Alexander Grant and Michael Solano Traces, slides available on-line at