A Network Analysis on Cloud Gaming: Stadia, GeForce Now and PSNow
Abstract
:1. Introduction
2. Related Work
3. Measurement Collection
4. Results
4.1. Employed Protocols
- Stadia: The service from Google uses the most standard protocol mix, as it relies on WebRTC [26]. In a few words, WebRTC is a set of standard application programming interfaces (APIs) that allow real-time communication from browsers and mobile applications. It establishes sessions using the Datagram Transport Layer Security (DTLS) protocol for key exchange. The multimedia connection between the client and server is set up using interactive connectivity establishment (ICE), which in turn relies on the session traversal utilities for network address translators (STUN) and the traversal using relays around NAT (TURN) protocols for NAT (network address translator) traversal. We find that Stadia uses WebRTC with no substantial modifications, both from the browser and mobile application. The traffic captures using the dedicated dongle device (Chromecast) confirm that the observed traffic is consistently compatible with WebRTC. When the multimedia session begins, the client starts a normal WebRTC peer connection to the server, creating a UDP flow in which DTLS, STUN and RTP are multiplexed according to the RFC 7893 [27]. RTP is used for multimedia streaming, while DTLS carries the user’s input. We also observe packets of the real-time control protocol (RTCP) [3,28], used to exchange out-of-band statistics between the sender and the receiver of a multimedia stream. The RTCP payload is encrypted to enhance users’ privacy, preventing the in-network devices from using it for quality of service monitoring.
- GeForce Now: It adopts a different approach. The server is first contacted using the TLS (over TCP) protocol to set up the session. Interestingly, the Client Hello messages contain the Server Name Indication extension, which allows us to infer the server hostname (see Section 4.6 for details). Then, the client opens multiple UDP channels directly, without relying on the standard session establishment protocols (ICE, STUN, and TURN). Only the first packet from the client contains an undocumented hello message. Each inbound flow then carries a standard RTP stream. The client sends the user commands on a dedicated UDP flow using an undocumented protocol. All flows use fixed ports on the client-side, in the range 49,003–49,006, while they vary on the server-side. Here, we do not observe the presence of the RTCP protocol.
- PS Now: This service adopts a completely custom approach, with no standard in-clear header. The client opens a UDP connection towards the server without relying on any documented protocol, and, as such, we can only analyze the raw payload of packets. Still, complex manual work allowed us to catch at least the high-level encapsulation schema that we briefly describe here. The first byte of the packet is used to multiplex multiple data channels. The channel 0 is used for signalling and user’s commands, while 2 and 3 are used for multimedia streaming from the server. This is confirmed by the plausible packet size and inter-arrival distributions, and allows us to infer which kind of multimedia content is carried on each channel, as we illustrate in Section 4.3.
4.2. Network Testing
- Privacy concerns: While analyzing the GeForce Now network testing mechanism, we notice that the client-side control packets used to set up the test expose the user to a severe privacy concern [29]. The user ID is sent in clear into the UDP packet, allowing an eavesdropper to uniquely identify a user, even if they change their IP address or are roaming on another network. We compared the user ID to the user account number that we obtained on the NVIDIA website profile management page, and they match, confirming that the identifier is uniquely associated with the account. Following the best practices for these cases, we signalled the issue to NVIDIA before making our paper public, which plans to resolve it using one of the following updates.
4.3. Multimedia Streaming
4.4. Network Workload
4.5. Cloud Gaming under Mobile Networks
4.6. Location of Gaming Machines
5. Conclusions and Future Directions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Application | PC | Smartphone | Dongle | Quality Levels | Server Location | Traffic Shaping | Mobile Networks | Total Tests |
---|---|---|---|---|---|---|---|---|
Stadia | ✓ | ✓ | ✓ | 3 | ✓ | ✓ | 94 | |
GeForce Now | ✓ | ✓ | 2 | ✓ | ✓ | 71 | ||
PS Now | ✓ | ✓ | 60 |
Stadia | GeForce Now | PS Now | |
---|---|---|---|
Streaming | RTP (and RTCP) | RTP | Custom (UDP) |
Player’s input | DTLS | Custom (UDP) | Custom (UDP) |
Session setup | DTLS, STUN | TLS | Custom (UDP) |
Network Testing | RTP | Iperf-like | Custom (UDP) |
Video Codec | H.264, VP9 | H.264 | - |
Servers | Subnets | ASNs | Owner | |
---|---|---|---|---|
Stadia | 74 | 22 | 15169 | |
GeForce Now | 37 | 23 | 11414, 20347, 50889 | NVIDIA |
PS Now | 36 | 2 | 33353 | Sony |
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Di Domenico, A.; Perna, G.; Trevisan, M.; Vassio, L.; Giordano, D. A Network Analysis on Cloud Gaming: Stadia, GeForce Now and PSNow. Network 2021, 1, 247-260. https://doi.org/10.3390/network1030015
Di Domenico A, Perna G, Trevisan M, Vassio L, Giordano D. A Network Analysis on Cloud Gaming: Stadia, GeForce Now and PSNow. Network. 2021; 1(3):247-260. https://doi.org/10.3390/network1030015
Chicago/Turabian StyleDi Domenico, Andrea, Gianluca Perna, Martino Trevisan, Luca Vassio, and Danilo Giordano. 2021. "A Network Analysis on Cloud Gaming: Stadia, GeForce Now and PSNow" Network 1, no. 3: 247-260. https://doi.org/10.3390/network1030015
APA StyleDi Domenico, A., Perna, G., Trevisan, M., Vassio, L., & Giordano, D. (2021). A Network Analysis on Cloud Gaming: Stadia, GeForce Now and PSNow. Network, 1(3), 247-260. https://doi.org/10.3390/network1030015