Cloud Gaming: A QoE Study of Fast-paced Single-player and Multiplayer Games

University essay from Linköpings universitet/Institutionen för datavetenskap

Abstract: Cloud computing is a way to deliver high-performance services to clients who would not usually be able to handle the computations on their own. They rely on computers in the cloud performing the calculations and therefore ease the load on the client-side. The goal of this thesis is to find what factors affect the players' experience and how they affect the player. To handle this, we have done a user-based study on cloud gaming. The users get to play a fast-paced single-player game and a fast-paced multiplayer game against each other, while we collect data about their experiences. During the tests, we manipulated the players' network conditions, and afterward, they answered questions regarding their quality of experience. From the data collected, we can see that the frame age is the most important measurement for determining the players' in-game performance as well as the quality of experience. We are also able to see that from the quality of service measurements manipulated, the latency is the one affecting the player the most. Results from the multiplayer test would indicate that we can equalize the skill difference between the players without affecting the players quality of experience too much. These results are based on the advantage in ping time as well as frame age. From a developers perspective, this thesis emphasized the need to take frame age into account, and to try to manipulate the different parts of the frame age. The goal would be to ultimately lower the frame age and make the gaming experience more enjoyable for the player.

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