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Research Article · Open access · Published 2 October 2017

Trade-Off of Frame-Rate and Resolution in Online Game Streaming

Ahmad Abdel Jabbar Ahmad Mazhar1 & Ayman Mahmoud Aref Abdalla2

Journal of Computer Science, Volume 13, Issue 10, pp. 505–513 · doi.org/10.3844/jcssp.2017.505.513

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Abstract

Only limited research in the literature focused on assessment of different spatial and temporal resolutions. In addition, the field of synthetic video compression, such as video compression in game streaming, was the focus of only a few research papers. This paper will consider a wide range of synthetic video textures and motion speeds. The visual quality of the compressed video sequences is perceptually evaluated using the Double Stimulus Impairment Scale (DSIS) assessment metric. Extensive subjective viewing tests to evaluate user satisfaction are performed. A methodical analysis to study the influence of different dimensions on Mean Opinion Score (MOS) is presented. The study considers a wider scope of dimensions that affect the perceptual visual quality. MOS results are shown in details for different bit rates, frame rates and frame resolutions. This study contributes novel ideas that should provide common rules for online game streaming over transmissions with relatively low bit rates.

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Open access. This article is licensed under a Creative Commons Attribution 3.0 Licence (CC BY 3.0), as printed on the article, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original authors and the source. No permission is needed.

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Mazhar, A. A. J. A. & Abdalla, A. M. A. (2017). Trade-Off of Frame-Rate and Resolution in Online Game Streaming. Journal of Computer Science, 13(10), 505–513. https://doi.org/10.3844/jcssp.2017.505.513

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Trade-Off of Frame-Rate and Resolution in Online Game StreamingJournal of Computer Science · Volume 13, Issue 10 · pp. 505–513 · CC BY 3.0Download