The market penetration of in-home entertainment systems is playing a crucial role in the diffusion of interactive multimedia services. In this context, thin-client game systems have received a lot of attention, shifting the computational burden of the game play toward the server while the client renders a fat video stream. This paper proposes an analysis of the network characteristics of the Remote Play for PlayStation 4 and PlayStation Vita, providing some insights on the network dynamics of this system under different game types. The measurements involve video games of different genres, analyzing the bitrates, the packet size, capturing the dynamics of the whole streaming session. Results indicate that the service generates a large quantity of big packets downstream and smaller and lesser packets upstream. Gathered data can help to understand if this type of service could be offered through the today's normal Internet connections.

Network analysis of the Sony Remote Play system / G. Quadrio, A. Bujari, C.E. Palazzi, D. Ronzani, D. Maggiorini, L.A. Ripamonti - In: Computers and Communication (ISCC), 2016 IEEE Symposium on[s.l] : IEEE, 2016. - ISBN 9781509006793. - pp. 10-13 (( convegno ISCC tenutosi a Messina nel 2016 [10.1109/ISCC.2016.7543706].

Network analysis of the Sony Remote Play system

D. Maggiorini;L.A. Ripamonti
2016

Abstract

The market penetration of in-home entertainment systems is playing a crucial role in the diffusion of interactive multimedia services. In this context, thin-client game systems have received a lot of attention, shifting the computational burden of the game play toward the server while the client renders a fat video stream. This paper proposes an analysis of the network characteristics of the Remote Play for PlayStation 4 and PlayStation Vita, providing some insights on the network dynamics of this system under different game types. The measurements involve video games of different genres, analyzing the bitrates, the packet size, capturing the dynamics of the whole streaming session. Results indicate that the service generates a large quantity of big packets downstream and smaller and lesser packets upstream. Gathered data can help to understand if this type of service could be offered through the today's normal Internet connections.
Network traffic; Online game; Remote play; Software; Signal Processing; Mathematics (all); Computer Science Applications1707 Computer Vision and Pattern Recognition; Computer Networks and Communications
Settore INF/01 - Informatica
2016
IEEE
Book Part (author)
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/569450
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