# Evolving Mobile Cloud Gaming with 5G Standalone Network Telemetry

arXiv: https://arxiv.org/abs/2402.04454 · HTML: https://mlsanity.com/paper/2402.04454/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 6 Feb 2024.

## Built on by (most cited first, 1 of 1)

- [NeuralEmu: in situ Measurement-Driven, ML-based, High-Fidelity 5G Network Emulation](https://mlsanity.com/paper/2604.26080/) (2026)

## Abstract (arXiv)

Mobile cloud gaming places the simultaneous demands of high capacity and low latency on the wireless network, demands that Private and Metropolitan-Area Standalone 5G networks are poised to meet. However, lacking introspection into the 5G Radio Access Network (RAN), cloud gaming servers are ill-poised to cope with the vagaries of the wireless last hop to a mobile client, while 5G network operators run mostly closed networks, limiting their potential for co-design with the wider internet and user applications. This paper presents Telesa, a passive, incrementally-deployable, and independently-deployable Standalone 5G network telemetry system that streams fine-grained RAN capacity, latency, and retransmission information to application servers to enable better millisecond scale, application-level decisions on offered load and bit rate adaptation than end-to-end latency measurements or end-to-end packet losses currently permit. We design, implement, and evaluate a Telesa telemetry-enhanced game streaming platform, demonstrating exact congestion-control that can better adapt game video bitrate while simultaneously controlling end-to-end latency, thus maximizing game quality of experience. Our experimental evaluation on a production 5G Standalone network demonstrates a 178-249% Quality of Experience improvement versus two state-of-the-art cloud gaming applications.
