Work item:
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J.cloud-game-req
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Subject/title:
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Requirements of E2E Network Platform for Cloud Gaming Services
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Status:
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[Carried to next study period]
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Approval process:
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AAP
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Type of work item:
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Recommendation
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Version:
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New
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Equivalent number:
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-
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Timing:
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-
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Liaison:
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ITU-T SG12, ITU-T SG16
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Supporting members:
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ABS, NRTA
Japan Cable Laboratories
KDDI
Skyworth
Huawei
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Summary:
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Cloud Gaming is a type of online gaming that runs videos games on remote servers and streams them directly to a user's device, or more colloquially, playing a game remotely from a cloud. It contrasts with traditional means of gaming, wherein a game runs locally on a user's video game console, personal computer, or mobile device.
For the popular cloud gaming services the bandwidth requirements is about 15 Mbit/s at 720p resolution on screen. If you want to play games in 4K, higher bandwidth are required (35 Mbit/s or more). Any bandwidth lower than the minimum will result in buffering that will completely derail the experience.
Bandwidth only determines whether you can see the video streams of the game. Latency is what determines the interaction experiences. Games played on a network with high latency will incur a delay between your controller inputs and what happens in the game, while games on low latency network will respond more closely to what it's like to play a game that's been downloaded onto a local device. The latency requirements for cloud gaming depends on the cloud gaming service you use.
In addition, delay jitter and packet loss rate also may have influence on the user experiences of the cloud gaming.
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Comment:
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-
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Reference(s):
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Historic references:
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Contact(s):
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ITU-T A.5 justification(s): |
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First registration in the WP:
2021-05-03 17:23:08
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Last update:
2021-12-09 16:11:37
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