Congestion control for cloud gaming over UDP based on round-trip video latency

Alós Serrano, Alberto, Morán Burgos, Francisco 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.

Descripción

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

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Resumen

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%.

Proyectos asociados

Tipo
Código
Acrónimo
Responsable
Título
Gobierno de España
TEC2016-75981
Sin especificar
Sin especificar
Immersive Visual MediaEnvironments
Gobierno de España
RTC-2016-5676-7
Sin especificar
Sin especificar
Open Graphics Gaming Cloud

Más información

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