Claypool, Mark L.
Cloud gaming services have risen in popularity and notoriety as a viable alternative to network gaming. However, cloud-based services are susceptible to latency, since player inputs are sent to cloud servers, and video is then streamed back to the user client. Our project tested Blade Shadow and Google Stadia to determine effects of latency and packet loss. We performed a user study with varied latency values to test player performance and quality of experience for each service. We then performed experiments analyzing effects of latency and packet loss on bandwidth consumption. Analysis of 37 users shows that user performance and quality of experience decreased with high latency for both services. Shadow used significantly more bandwidth than Stadia, but had better graphics quality.
Worcester Polytechnic Institute
Interactive Qualifying Project
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