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Cloud Gaming Performance on Client Devices Using the GameQoo Platform

Cloud gaming is one of the developments of Cloud Computing services, namely Game as a Service. In its application, all computing system processes pass through the internet network that connects one computer device to another simultaneously. The concept of cloud gaming allows a game not to be installed on a computer device first. The game on the server will be streamed to the player’s screen, and it facilitates those who want to play games with higher specifications than the device. In this research, the author was implementing cloud gaming on client devices. The analysis included resource usage and QoS from the cloud gaming concept applied to client computers using the Styx: Shards of Darkness and Peaky Blinders: Mastermind for testing a GameQoo’s platform performance based on ITU-T G.1010 interactive games standard. Based on the testing, it was concluded that GameQoo’s cloud gaming could run well on both laptop devices and have a good performance. For the resource usage test, the maximum average was 9.98% for CPU usage, 13.05% for RAM usage, and 99.49 FPS. For the QoS test, the maximum average was 6.43 ms when the bandwidth was 4 Mbps. The generated maximum delay average was 67.51 ms when the bandwidth was 4 Mbps. Limited bandwidth will caused jitter and delay getting bigger. The produced maximum throughput value was 4.426,85 Kbps. The limited bandwidth caused the smaller the resulting throughput value.