Mobile cloud gaming places the simultaneous demands of high capacity and low latency on the wireless network, demands that Private and Metropolitan-Area Standalone 5G networks are poised to meet. However, lacking introspection into the 5G Radio Access Network (RAN), cloud gaming servers are ill-poised to cope with the vagaries of the wireless last hop to a mobile client, while 5G network operators run mostly closed networks, limiting their potential for co-design with the wider internet and user applications. This paper presents Telesa, a passive, incrementally-deployable, and independently-deployable Standalone 5G network telemetry system that streams fine-grained RAN capacity, latency, and retransmission information to application servers to enable better millisecond scale, application-level decisions on offered load and bit rate adaptation than end-to-end latency measurements or end-to-end packet losses currently permit. We design, implement, and evaluate a Telesa telemetry-enhanced game streaming platform, demonstrating exact congestion-control that can better adapt game video bitrate while simultaneously controlling end-to-end latency, thus maximizing game quality of experience. Our experimental evaluation on a production 5G Standalone network demonstrates a 178-249% Quality of Experience improvement versus two state-of-the-art cloud gaming applications.
翻译:移动云游戏对无线网络同时提出高容量和低延迟的需求,而私有及城域独立组网5G网络正有望满足这些需求。然而,由于缺乏对5G无线接入网(RAN)的内部感知能力,云游戏服务器难以应对移动客户端的无线末跳链路波动;同时,5G网络运营商主要运行封闭网络,限制了其与更广泛互联网及用户应用协同设计的潜力。本文提出Telesa——一种被动式、可增量部署且独立部署的5G独立组网网络遥测系统,该系统向应用服务器实时传输细粒度的RAN容量、延迟及重传信息,相较于当前依赖端到端延迟测量或端到端丢包的方法,可使应用层在毫秒级尺度上更优地做出负载与码率自适应决策。我们设计、实现并评估了基于Telesa遥测增强的游戏流媒体平台,验证了其精确拥塞控制能力——既可更好地自适应调整游戏视频码率,又能同时控制端到端延迟,从而最大化游戏体验质量。在生产级5G独立组网上的实验评估表明,与两款最先进的云游戏应用相比,该平台的体验质量(QoE)提升幅度达178%~249%。