Dissecting and Streamlining the Interactive Loop of Mobile Cloud Gaming
summary
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.
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chapters (11)
- 0:00Mobile cloud gaming challenges
- 1:20Interactive latency in cloud gaming
- 2:21Measuring latency with camera
- 4:08Latency issues in mobile cloud gaming
- 6:12Mobile graphics pipeline complexity
- 8:59VSYNC impact on interactive latency
- 10:02Diagnosing latency in XMCG
- 11:50Minimizing VSYNC delays
- 13:16Loop Tailor for latency optimization
- 15:22Evaluating Loop Tailor
- 16:25Conclusion & Q&A
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