~/talk

Dissecting and Streamlining the Interactive Loop of Mobile Cloud Gaming

Talkat NSDI '25 · 2025-04-28..04-30· [web-performance]
name:Yang Li
links:none on file
links:none on file
links:none on file
links:none on file
name:Feng Qian
linkedin:fqian
name:Jing Yang
links:none on file
name:Hao Lin
links:none on file
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name:Bo Xiao
links:none on file
links:none on file
slides:none on file

A 20,000‑record, 2,000‑fps camera measurement across eight commercial platforms reveals mobile cloud gaming interactive latency of 112–403 ms and shows network contributes little; detailed instrumentation on 10 devices identifies five VSync events as the dominant non‑network delay and locates four bypassable pipeline stages. An implemented system with a Game Frame Interceptor and Remote VSync Coordinator uses hierarchical time‑series forecasting to align timing and avoid copies, and LoopTailor reduces latency by ~34% to stably below 100 ms.

AI-written summary · about

  1. 0:00Mobile cloud gaming challenges
  2. 1:20Interactive latency in cloud gaming
  3. 2:21Measuring latency with camera
  4. 4:08Latency issues in mobile cloud gaming
  5. 6:12Mobile graphics pipeline complexity
  6. 8:59VSYNC impact on interactive latency
  7. 10:02Diagnosing latency in XMCG
  8. 11:50Minimizing VSYNC delays
  9. 13:16Loop Tailor for latency optimization
  10. 15:22Evaluating Loop Tailor
  11. 16:25Conclusion & Q&A
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