Lag Compensation in Cloud Gaming

Bostan, Ali Osman Kutluhan
In cloud gaming, computation intensive game process runs at cloud server, then rendered scenes are encoded and sent to a tiny client as a video stream. The tiny client then decodes and presents game scene to the player and sends player input to the cloud server. As cloud gaming introduces network latency from cloud server to the tiny client, this latency should be compensated to satisfy player's Quality of Experience (QoE). In traditional multiplayer gaming setting, round-trip-time (RTT) latency from server to client is mitigated with a technique called lag compensation by using a server that, upon receiving the input, rolls back game world by RTT and makes decision over that instant. But when a player is connected to a game via cloud server, since game instance runs in cloud server, and game server behaves it as player’s input device, traditional lag compensation approach does not work. In this thesis, a method is proposed to correct that behavior by mitigating added latency from cloud server to tiny client by firstly exposing tiny client to cloud server latency to the game server and secondly sending tiny client shooting events to both game server and cloud server simultaneously. To evaluate the performance of our method, experiments are conducted with 20 players and their mean opinion scores (MOS) and hit accuracies are used. Proposed method shows significant accuracy and MOS improvement compared to traditional approach.


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Citation Formats
A. O. K. Bostan, “Lag Compensation in Cloud Gaming,” M.S. - Master of Science, Middle East Technical University, 2022.