Congestion Control for VR Cloud Gaming : Integration and Comparison in Real VR Gaming Environment

dc.contributorAalto-yliopistofi
dc.contributorAalto Universityen
dc.contributor.authorAlhilal, Ahmad
dc.contributor.authorWu, Ze
dc.contributor.authorKämäräinen, Teemu
dc.contributor.authorBraud, Tristan
dc.contributor.authorSiekkinen, Matti
dc.contributor.departmentDepartment of Computer Scienceen
dc.contributor.groupauthorLecturer Siekkinen Matti groupen
dc.contributor.groupauthorComputer Science Lecturersen
dc.contributor.groupauthorHelsinki Institute for Information Technology (HIIT)en
dc.contributor.groupauthorProfessorship Di Francesco Marioen
dc.contributor.organizationHong Kong University of Science and Technology
dc.contributor.organizationUniversity of Helsinki
dc.date.accessioned2025-12-03T07:21:53Z
dc.date.available2025-12-03T07:21:53Z
dc.date.issued2025-10-27
dc.description.abstractVirtual reality (VR) cloud gaming is increasingly developing in the gaming industry. Yet, the performance of the congestion control algorithms on top of which these systems build remains under-explored. In this study, we implement two industry-standard network congestion control algorithms, Google Congestion Control (GCC) and Network-Assisted Dynamic Adaptation (NADA), according to their Requests for Comments (RFCs), and integrate them into an open-source VR gaming system (ALVR). Including ALVR's congestion control (ALVR-ABR), we conduct extensive experiments on real-world networks to evaluate each algorithm's frame latency, target-to-receiving bitrate gap, dropped frames, image quality, and fairness among heterogeneous competing flows. GCC decreases frame latency by 35% compared to NADA and by 42% compared to ALVR. NADA and ALVR-ABR present significant gaps between the selected and received bitrate, causing substantial congestion-induced frame drops, while GCC has a minimal gap, resulting in minor frame drops, suggesting its suitability for game-player interaction. GCC exhibits a 2.7% and 5% decrease in image quality compared to NADA and ALVR-ABR, respectively, indicating slight immersion degradation. However, only NADA ensures a fair bandwidth share against loss-based flows due to its bitrate response to loss-induced congestion signals and lower sensitivity to delay gradients compared to GCC.en
dc.description.versionPeer revieweden
dc.format.extent8
dc.format.mimetypeapplication/pdf
dc.identifier.citationAlhilal, A, Wu, Z, Kämäräinen, T, Braud, T & Siekkinen, M 2025, Congestion Control for VR Cloud Gaming : Integration and Comparison in Real VR Gaming Environment. in MM 2025 - Proceedings of the 33rd ACM International Conference on Multimedia, Co-Located with MM 2025. ACM, pp. 12074-12082, ACM International Conference on Multimedia, Dublin, Ireland, 27/10/2025. https://doi.org/10.1145/3746027.3755439en
dc.identifier.doi10.1145/3746027.3755439
dc.identifier.isbn979-8-4007-2035-2
dc.identifier.otherPURE UUID: 9ae01370-1b88-4ae5-9f4b-8aa3b0ebe35a
dc.identifier.otherPURE ITEMURL: https://research.aalto.fi/en/publications/9ae01370-1b88-4ae5-9f4b-8aa3b0ebe35a
dc.identifier.otherPURE FILEURL: https://research.aalto.fi/files/202284164/Congestion_Control_for_VR_Cloud_Gaming.pdf
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/140841
dc.identifier.urnURN:NBN:fi:aalto-202512038983
dc.language.isoenen
dc.relation.fundinginfoThis research was partially supported by a grant from the Hong Kong Innovation and Technology Commission under the Innovation and Technology Fund (ITS/319/22FP) and a project from the HKUST-Bright Dream Robotics Joint Research Institute (FTRIS-23-015). This work was also partially supported by the Research Council of Finland (grant number 355577).
dc.relation.ispartofACM International Conference on Multimediaen
dc.relation.ispartofseriesMM 2025 - Proceedings of the 33rd ACM International Conference on Multimedia, Co-Located with MM 2025en
dc.relation.ispartofseriespp. 12074-12082en
dc.rightsopenAccessen
dc.rightsCC BY
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subject.keywordvr cloud gaming
dc.subject.keywordreal-time streaming
dc.subject.keywordadaptive video encoding
dc.subject.keywordcongestion control
dc.titleCongestion Control for VR Cloud Gaming : Integration and Comparison in Real VR Gaming Environmenten
dc.typeA4 Artikkeli konferenssijulkaisussafi
dc.type.versionpublishedVersion

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