Performance of distributed multiparty online gaming over edge computing platforms

We study the performance of online games played over a platform that implements gaming as a service (GaaS) in a mobile network slice that hosts concatenated virtual network functions (VNFs) at the edge. The distributed gaming architecture is based on edge computing facilities, whose utilization must be carefully planned and managed, so as to satisfy the stringent performance requirements of game applications. The game manager must consider the latency between players and edge server VNFs, the capacity and load of edge servers, and the latency between edge servers used by interacting players. This calls for a careful choice about the allocation of players to edge server VNFs, aiming at extremely low latency in interactions resulting from player’s commands. We develop an analytical model, which we validate with experiments in the wild, and show that, under several combinations of system parameters, deploying gaming VNFs at the edge can deliver better performance with respect to cloud gaming, in spite of the complexities arising from the distribution of gaming VNFs over edge servers. Our analytical model provides a useful tool for edge gaming systems performance prediction, thus supporting the management of GaaS applications.

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Publication Details

Journal
Computer Communications
Published
2025-11-28
DOI
https://doi.org/10.1016/j.comcom.2025.108378
Citations
1
Primary Topic
IoT and Edge/Fog Computing
Type
article
Field-Weighted Citation Impact
1.49
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article

Performance of distributed multiparty online gaming over edge computing platforms

Diletta Olliaro, Marco Ajmone Marsan, Matteo Sereno, Paolo Castagno et al.
1 citations
Computer Communications
IoT and Edge/Fog Computing
1.49
article

Performance of distributed multiparty online gaming over edge computing platforms

Diletta Olliaro, Marco Ajmone Marsan, Matteo Sereno, Paolo Castagno, Vincenzo Mancuso
article en
1 citations

Abstract

We study the performance of online games played over a platform that implements gaming as a service (GaaS) in a mobile network slice that hosts concatenated virtual network functions (VNFs) at the edge. The distributed gaming architecture is based on edge computing facilities, whose utilization must be carefully planned and managed, so as to satisfy the stringent performance requirements of game applications. The game manager must consider the latency between players and edge server VNFs, the capacity and load of edge servers, and the latency between edge servers used by interacting players. This calls for a careful choice about the allocation of players to edge server VNFs, aiming at extremely low latency in interactions resulting from player’s commands. We develop an analytical model, which we validate with experiments in the wild, and show that, under several combinations of system parameters, deploying gaming VNFs at the edge can deliver better performance with respect to cloud gaming, in spite of the complexities arising from the distribution of gaming VNFs over edge servers. Our analytical model provides a useful tool for edge gaming systems performance prediction, thus supporting the management of GaaS applications.

Computer CommunicationsVol. 246
Ca' Foscari University of Venice (IT), IMDEA Networks (ES), Consorzio Nazionale Interuniversitario per le Telecomunicazioni (IT), University of Turin (IT), KTH Royal Institute of Technology (SE), University of Palermo (IT)
Openalex Percentile: Top 11%
IoT and Edge/Fog Computing
1.49
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