Claypool, Mark L.
Thin client gaming services (services that utilize a cloud gaming model) allow consumers with low-end computers to play high-end video games. Thin client gaming services run the game in the cloud, receive input from the user, and send the visuals of the game to the user’s computer. The performance of thin client games is linked the quality of the user’s Internet connection, in which a common bottleneck is network latency. We performed a study to analyze the relationship between network latency, performance, and quality of experience (QoE) of thin client games. We introduced artificial latency between a server and client. Participants of our study performed worse and had a lower QoE as the latency increased, with a sharp decline in performance and QoE at an intermediate latency.
Worcester Polytechnic Institute
Interactive Qualifying Project
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