GamingAnywhere: An Open Cloud Gaming System
Chun-Ying Huang1 , Cheng-Hsin Hsu2 , Yu-Chun Chang3,4 , and Kuan-Ta Chen3 1
Department of Computer Science, National Taiwan Ocean University 2
Department of Computer Science, National Tsing Hua University 3
Institute of Information Science, Academia Sinica
Department of Electrical Engineering, National Taiwan University
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Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary
protocols, which raises the bars to setting up testbeds for
experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the ﬁrst open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconﬁgurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other
OS’s, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is eﬃcient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34
ms, which is 3+ and 10+ times shorter than OnLive and
StreamMyGame, respectively. Our experiments also reveal
that all these performance gains are achieved without the
expense of higher network loads; in fact, GamingAnywhere
incurs less network traﬃc. The proposed GamingAnywhere
can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems. Categories and Subject Descriptors: H.5[Information
Systems Applications]: Multimedia Information Systems
General Terms: Design, Measurement
The video game market has been an important sector of
both the software and entertainment industries, e.g., the
global market of video games is expected to grow from 66
billion US dollars in 2010 to 81 billion in 2016 . Another
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market research  further breaks down the market growth
into three categories: boxed-games, online-sold games, and
cloud games. Cloud gaming systems render the game scenes
on cloud servers and stream the encoded game scenes to thin
clients over broadband networks. The control events, from
mice, keyboards, joysticks, and touchscreens are transmitted from the thin clients back to the cloud servers. Among the three categories, it is the cloud games market that is
expected to expand the most: nine times over the period of
2011 to 2017, at which time it is forecast to reach 8 billion US dollars .
Cloud gaming systems attract both users and game developers for many reasons. In particular, cloud gaming systems: (i) free users from upgrading their hardware for the latest games, (ii) allow users to play the same games on different platforms, including PCs, laptops, tablets, and smartphones, and (iii) enable users to play more games by reducing the hardware/software costs. Cloud gaming systems also allow game developers to: (i) support more platforms, (ii)...
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