<p>Try putting a timestamp over some key frames as the last step on your render pipeline. Then compare it to the local systems time. If both clocks are correct you should get a delay in ms (using unix rime-stamps).</p>

<p>Another idea to measure the round-trip-delay (might be important for UX reasons):
input to server,
server render,
result from to server on your screen
is to have a bot give an input than measure the time till the result is back</p>

CC BY-SA 3.0
2015-10-07T11:29:39.523Z
How would I go about accessing the key frames? I'm not really sure where to start. The game would be streamed from the cloud to a client. Thanks
pookie
CC BY-SA 3.0
2015-10-12T07:28:21.890Z
maybe try to record it and than search them by hand. I know this is far away from any kind of automated test or even realtime feedback, but it seemed to be the rather uncomplicated
Nils
CC BY-SA 3.0
2015-10-07T11:11:51.073Z
2015-10-07T11:11:51.073Z
Nils
<p>Say I am running a game in the cloud and I am playing that game on my client (the game is being streamed from the cloud to the client), be it a laptop, phone or calculator.</p>

<p>How can I work out how long a frame (of the game being played) takes to arrive at the client?</p>

CC BY-SA 3.0
2015-11-03T08:50:00.717Z
This seems to have a couple of problems. a) It's not entirely clear whether you're the developer or just a player of the game (in the latter case, this is clearly off-topic, as this site is about computer graphics *programming* and *research*). b) If you are the developer this doesn't seem to be actually about graphics but more about the network code of your game. In that case, you might want to try [GameDev.SE](http://gamedev.stackexchange.com/) or [so] but be sure to read their respective help centres to make sure your question is of high-quality and on-topic.
Martin Ender
<gpu>
Measure how long a rendered frame takes to arrive on a client from the cloud
pookie
# Measure how long a rendered frame takes to arrive on a client from the cloud

(Asked by: username_0 on 2015-10-07)

Say I am running a game in the cloud and I am playing that game on my client (the game is being streamed from the cloud to the client), be it a laptop, phone or calculator.

How can I work out how long a frame (of the game being played) takes to arrive at the client?

**Tags:** gpu

> **Comments:**
> **username_1**: This seems to have a couple of problems. a) It's not entirely clear whether you're the developer or just a player of the game (in the latter case, this is clearly off-topic, as this site is about computer graphics *programming* and *research*). b) If you are the developer this doesn't seem to be actually about graphics but more about the network code of your game. In that case, you might want to try [GameDev.SE](http://gamedev.stackexchange.com/) or [so] but be sure to read their respective help centres to make sure your question is of high-quality and on-topic.  

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## 1 answers

### Answer by username_2 on 2015-10-07. Score: 1

Try putting a timestamp over some key frames as the last step on your render pipeline. Then compare it to the local systems time. If both clocks are correct you should get a delay in ms (using unix rime-stamps).

Another idea to measure the round-trip-delay (might be important for UX reasons):
input to server,
server render,
result from to server on your screen
is to have a bot give an input than measure the time till the result is back

> **Comments:**
> **username_0**: How would I go about accessing the key frames? I'm not really sure where to start. The game would be streamed from the cloud to a client. Thanks  
> **username_2**: maybe try to record it and than search them by hand. I know this is far away from any kind of automated test or even realtime feedback, but it seemed to be the rather uncomplicated  

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