Subjective Quality Assessment of Cloud Gaming

Subjective Quality Assessment of Cloud Gaming
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This study delves into the impact of network-level Quality of Service on the Quality of Experience in popular cloud gaming platforms. It explores the correlation between subjective video quality and game quality, using a detailed methodology involving game selection, QoS implementation, and subjective testing.

  • Cloud Gaming
  • Quality Assessment
  • QoS
  • Game Selection
  • User Experience

Uploaded on Mar 10, 2025 | 0 Views


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  1. Subjective Quality Assessment of Cloud Gaming Abdul Wahab and Dr John Schormans School of Electronic Engineering and Computer Science

  2. Motivation Emerging application with a prospective $1B+ market cap by 2021 (statista,2021) Major service providers have millions of subscriptions and growing

  3. What is cloud gaming? Gaming-as-a-Service (Gaas) Thin client with low or no GPU Cloud gaming server Cloud gaming client User-action reception Transport Network Video capture Game logic implementation Decoding Frame rendering User action capture Hardware/software video encoding

  4. Research Problems How does network-level Quality of Service (QoS) affect the Quality of Experience (QoE) of popular games on cloud gaming platforms? Are the subjective video quality and game quality same or different?

  5. Methodology Game Selection Subjective Testing QoS implementation Genre Content complexity Pace Popularity Learning difficulty NetEM modification Delay Only PLR Only Mixed (delay + PLR) 32 subjects Each ranking 39 x 3 scenarios on ACR. Video quality Game quality Overall quality

  6. Game Selection Pace Content Complexity Genre Action Adventure Grand Theft Auto V Mafia Red dead redemption High High SITI Grand Theft Auto V Grand Theft Auto V Red dead redemption Intermediate Counter Strike global offensive First person shooting Battlefield V Counter Strike global offensive Call of duty Intermediate SITI Counter Strike global offensive Call of duty Low FIFA 2020 Low SITI Sports Forza FIFA 2020 Forza FIFA 2020 Rocket League

  7. QoS implementation Three classes of scenarios implemented: I. Delay only II. PLR only III. Mixed (delay + PLR) Table: Summary of Network parameters implemented in NetEM

  8. NetEm modifications Realistic Delay distributions implemented using iproute2 and custom tables. Empirical correlation between PLR and delay implemented.

  9. Subjective Testing testbed

  10. Results: Delay only scenarios Game with high content complexity and pace gets affected more by increasing delay.

  11. Results: PLR only scenarios Game with high content complexity and pace gets affected more for increasing PLR.

  12. Results: Mixed scenarios Good-2-better (%G2B) > 4 MOS Poor-2-Worse (%P2W) < 3 MOS So far video and game quality are closely related but different. Table: %G2B and %P2W of QoE dimensions for GuTs

  13. Video and Game Quality: Same or Different? Using MOS alone: they show differences. Shortcoming of MOS. Distribution analysis using Wilcoxon Sign Rank (WSR) Test 91% times the difference between Video and Game quality are not significant.

  14. Video and Game Quality: Same or Different? Results of WSR test Red: Not significantly different. Green: Significantly different

  15. Conclusion Game with higher pace and content complexity perform worse at degrading network conditions Network tuning with QoE management is important. Subjective game and video quality are not significantly different. Steppingstone for objective QoE metric for cloud gaming.

  16. Thank You for listening!

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