
NVIDIAがLinux向け「GeForce NOW」ネイティブ対応を準備中:Windows 10難民を救う「切り札」となるか
2026年1月、ラスベガスで世界最大級のテクノロジー見本市「CES 2026」が開催されている中、ゲーミング業界、そしてPCオペレーティングシステム(OS)の市場構造に一石を投じる重要な情報が浮上した。 NVIDIAが同 […]
NVIDIAが運営するクラウドゲーミングプラットフォーム。ユーザーが所有するPCゲームをクラウド上の強力なGPUで実行し、低スペックなPCやスマートフォン、Mac、そしてLinuxなどのデバイスへストリーミング配信することで、ハードウェアの制約を超えたプレイを可能にする。

2026年1月、ラスベガスで世界最大級のテクノロジー見本市「CES 2026」が開催されている中、ゲーミング業界、そしてPCオペレーティングシステム(OS)の市場構造に一石を投じる重要な情報が浮上した。 NVIDIAが同 […]

Googleの次期OS「Android 17」が、モバイルゲーミングにおける大幅な機能強化を計画していることが、最新のAndroid Canaryビルドの分析から明らかになった。OSレベルでコントローラーのボタン配置を自 […]
Cloud gaming is a class of services that promises to revolutionize the videogame market. It allows the user to play a videogame with essential equipment while using a remote server for the actual execution. The multimedia content is streamed through the network from the server to the user. Hence, this service requires low latency and a large bandwidth to work properly with low response time and high-definition video. Three of the leading tech companies (Google, Sony, and NVIDIA) entered this market with their products, and others, like Microsoft and Amazon, are also launching their platforms. However, these companies have released little information about their cloud gaming operation and how they utilize the network. In this work, we study cloud gaming services from the network point of view. We collect more than 200 packet traces under different application settings and network conditions from a broadband network to poor mobile network conditions, for 3 cloud gaming services, namely Stadia from Google, GeForce Now from NVIDIA and PS Now from Sony. We analyze the employed protocols and the workload that they impose on the network. We find that GeForce Now and Stadia use the RTP protocol to stream the multimedia content, with the latter relying on the standard WebRTC APIs. Depending on the network and video quality, they result in bandwidth-hungry services consuming up to 45 Mbit/s. PS Now instead uses only undocumented protocols and never exceeds 13 Mbit/s. 4G mobile networks can often sustain these loads, while traditional 3G connections struggle. The systems quickly react to deteriorated network conditions, and packet losses up to 5% do not cause a reduction in resolution.
Cloud gaming, wherein game graphics is rendered in the cloud and streamed back to the user as real-time video, expands the gaming market to billions of users who do not have gaming consoles or high-power graphics PCs. Companies like Nvidia, Amazon, Sony and Microsoft are investing in building cloud gaming platforms to tap this large unserved market. However, cloud gaming requires the user to have high bandwidth and stable network connectivity - whereas a typical console game needs about 100-200 kbps, a cloud game demands minimum 10-20 Mbps. This makes the Internet Service Provider (ISP) a key player in ensuring the end-user's good gaming experience. In this paper we develop a method to detect Nvidia's GeForce NOW cloud gaming sessions over their network infrastructure, and measure associated user experience. In particular, we envision ISPs taking advantage of our method to provision network capacity at the right time and in the right place to support growth in cloud gaming at the right experience level; as well as identify the role of contextual factors such as user setup (browser vs app) and connectivity type (wired vs wireless) in performance degradation. We first present a detailed anatomy of flow establishment and volumetric profiles of cloud gaming sessions over multiple platforms, followed by a method to detect gameplay and measure key experience aspects such as latency, frame rate and resolution via real-time analysis of network traffic. The insights and methods are also validated in the lab for XBox Cloud Gaming platform. We then implement and deploy our method in a campus network to capture gameplay behaviors and experience measures across various user setups and connectivity types which we believe are valuable for network operators.