QoE Comparison from Real to Synthetic: Cloud Gaming Traffic Generation and QoE Modeling

Cloud gaming research is constrained by the limited availability of open, reproducible, and quality-of-experience (QoE)-labeled traffic traces. Commercial platforms are closed, gameplay behavior is difficult to reproduce, and network conditions affect both video quality and interactivity. This paper presents CGSynth, a QoE-preserving framework that reconstructs packet-level cloud gaming traces while maintaining the principal quality trends observed in real gameplay sessions. We capture sessions from three representative games—Fortnite, Forza Horizon 5, and Mortal Kombat 11—streamed through Xbox Cloud Gaming and replay them under five controlled bandwidth conditions ranging from 2 to 10 Mbps. Packet timestamps are synthesized using a lightweight hybrid 1D-CNN–GRU model, while payloads are regenerated through standards-compliant video encoding and RTP packetization to preserve the uplink–downlink interaction structure. We also introduce an objective cloud gaming QoE model that combines video-quality metrics, including VMAF, SSIM, PSNR, LPIPS, and smoothness, with interactivity metrics covering response time and synchronization. The synthetic traces reproduce the monotonic QoE–bandwidth relationship observed in the real sessions, with average QoE deviations of 5–10% at most operating points and worst-case deviations below 12%. Video-quality differences are typically below 1 dB in PSNR and 10% for the evaluated perceptual metrics, while interactivity discrepancies decrease to below 5% at higher bandwidths. A controlled study with 20 participants further shows agreement between objective QoE and normalized subjective MOS, yielding Spearman correlations of 0.964, 0.804, and 0.964 for Fortnite, Forza Horizon 5, and Mortal Kombat 11, respectively. Comparison with an empirical sampler and NetDiffusion shows that, although the baselines reproduce some marginal packet statistics more accurately, CGSynth additionally generates decodable gameplay video and preserves command–video alignment for end-to-end QoE evaluation. These results support CGSynth as a reproducible framework for controlled cloud gaming experimentation within the evaluated games, platform, and network conditions.

Authors

Institutions

Publication Details

Journal
ACM Transactions on Multimedia Computing Communications and Applications
Published
2026-10-28
DOI
https://doi.org/10.1145/3860633
Primary Topic
Image and Video Quality Assessment
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

QoE Comparison from Real to Synthetic: Cloud Gaming Traffic Generation and QoE Modeling

Simone Ferlin, Fábio Luciano Verdi, Ariel Góes De Castro, Marcelo Caggiani Luizelli et al.
2 links
ACM Transactions on Multimedia Computing Communications and Applications
Image and Video Quality Assessment
article

QoE Comparison from Real to Synthetic: Cloud Gaming Traffic Generation and QoE Modeling

Simone Ferlin, Fábio Luciano Verdi, Ariel Góes De Castro, Marcelo Caggiani Luizelli, Alireza Shirmarz, Christian Esteve Rothenberg, Victor H. S. Lopes
article en

Abstract

Cloud gaming research is constrained by the limited availability of open, reproducible, and quality-of-experience (QoE)-labeled traffic traces. Commercial platforms are closed, gameplay behavior is difficult to reproduce, and network conditions affect both video quality and interactivity. This paper presents CGSynth, a QoE-preserving framework that reconstructs packet-level cloud gaming traces while maintaining the principal quality trends observed in real gameplay sessions. We capture sessions from three representative games—Fortnite, Forza Horizon 5, and Mortal Kombat 11—streamed through Xbox Cloud Gaming and replay them under five controlled bandwidth conditions ranging from 2 to 10 Mbps. Packet timestamps are synthesized using a lightweight hybrid 1D-CNN–GRU model, while payloads are regenerated through standards-compliant video encoding and RTP packetization to preserve the uplink–downlink interaction structure. We also introduce an objective cloud gaming QoE model that combines video-quality metrics, including VMAF, SSIM, PSNR, LPIPS, and smoothness, with interactivity metrics covering response time and synchronization. The synthetic traces reproduce the monotonic QoE–bandwidth relationship observed in the real sessions, with average QoE deviations of 5–10% at most operating points and worst-case deviations below 12%. Video-quality differences are typically below 1 dB in PSNR and 10% for the evaluated perceptual metrics, while interactivity discrepancies decrease to below 5% at higher bandwidths. A controlled study with 20 participants further shows agreement between objective QoE and normalized subjective MOS, yielding Spearman correlations of 0.964, 0.804, and 0.964 for Fortnite, Forza Horizon 5, and Mortal Kombat 11, respectively. Comparison with an empirical sampler and NetDiffusion shows that, although the baselines reproduce some marginal packet statistics more accurately, CGSynth additionally generates decodable gameplay video and preserves command–video alignment for end-to-end QoE evaluation. These results support CGSynth as a reproducible framework for controlled cloud gaming experimentation within the evaluated games, platform, and network conditions.

ACM Transactions on Multimedia Computing Communications and Applications
Universidade Federal de São Carlos (BR), Universidade Estadual de Campinas (UNICAMP) (BR), Karlstad University (SE), Universidade Federal do Pampa (BR)
Openalex Percentile: Top 17%
Image and Video Quality Assessment
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Laika access coming soon