Texto completo
Vista Previa |
PDF (Portable Document Format)
- Se necesita un visor de ficheros PDF, como GSview, Xpdf o Adobe Acrobat Reader
Descargar (881kB) | Vista Previa |
ORCID: https://orcid.org/0000-0003-3837-692X, Carballeira López, Pablo, Berjón Díez, Daniel
ORCID: https://orcid.org/0000-0003-0584-7166 and García Santos, Narciso
ORCID: https://orcid.org/0000-0002-0397-894X
(2019).
Congestion control for cloud gaming over UDP based on round-trip video latency.
"IEEE Access", v. 7
;
pp. 78882-78897.
ISSN 2169-3536.
https://doi.org/10.1109/ACCESS.2019.2923294.
| Título: | Congestion control for cloud gaming over UDP based on round-trip video latency |
|---|---|
| Autor/es: |
|
| Tipo de Documento: | Artículo |
| Título de Revista/Publicación: | IEEE Access |
| Fecha: | 17 Junio 2019 |
| ISSN: | 2169-3536 |
| Volumen: | 7 |
| Materias: | |
| ODS: | |
| Palabras Clave Informales: | Cloud gaming; congestion control; adaptive video coding; QoS; BBR |
| Escuela: | E.T.S.I. Telecomunicación (UPM) |
| Departamento: | Señales, Sistemas y Radiocomunicaciones |
| Licencias Creative Commons: | Reconocimiento - Sin obra derivada - No comercial |
Vista Previa |
PDF (Portable Document Format)
- Se necesita un visor de ficheros PDF, como GSview, Xpdf o Adobe Acrobat Reader
Descargar (881kB) | Vista Previa |
We describe a network congestion control mechanism for cloud gaming (CG) platforms based on the user datagram protocol (UDP). To minimize the contribution of the downstream transmission delay to the total end-to-end latency in the interaction-perception loop, we first define the round-trip video latency (RTVL) and develop a congestion model. Based on them, we design and implement an adaptation strategy that detects the early stages of congestion to prevent high values of RTVL and network bufferbloat, thus avoiding packet losses. Using data measured from the network, our strategy modifies the target output bitrate of the video encoder to throttle down or upto the data flow sent by the server to the client. In the presence of sudden downstream channel capacity drops of over 40%, our algorithm reactively manages to satisfy the key CG requirements for interactive games by entirely avoiding the packet losses and keeping the RTVL below 100 ms. In reasonably stable network conditions, our algorithm proactively keeps exploring for higher bitrates and building a “network state dictionary,” due to which it achieves an effective downstream channel capacity use of ~95%.
| ID de Registro: | 64241 |
|---|---|
| Identificador DC: | https://oa.upm.es/64241/ |
| Identificador OAI: | oai:oa.upm.es:64241 |
| URL Portal Científico: | https://portalcientifico.upm.es/es/ipublic/item/5661887 |
| Identificador DOI: | 10.1109/ACCESS.2019.2923294 |
| URL Oficial: | https://ieeexplore.ieee.org/document/8737672 |
| Depositado por: | Memoria Investigacion |
| Depositado el: | 06 Oct 2020 14:13 |
| Ultima Modificación: | 29 Ene 2025 11:51 |
Publicar en el Archivo Digital desde el Portal Científico