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CloudyGame: Enabling cloud gaming on the edge with dynamic asset streaming and shared game instances

机译:CloudyGame:使用动态资产流和共享游戏实例的边缘启用云游戏

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摘要

Cloud gaming has emerged as a new computer game delivery paradigm that promises gaming anywhere, anytime, on any device, by running the computer game on a cloud server and streaming the rendered frames to users. To fulfill its promises, a cloud gaming provider must face three main challenges: reducing the interaction latency, reducing the cloud infrastructure cost, and reducing the network bandwidth demand. One way to reduce interaction latency is to run the game on the edge instead of the cloud. This introduces two additional challenges due to the limited resources available on the edge servers. First, there is a high initialization cost to install a game on the edge server if the game that a player wishes to play is not already installed. Second, an edge server typically has limited computing resources compared to the servers in the cloud. In this work, we address these two issues by proposing CloudyGame, a new software architecture for developing computer games, in which (ⅰ) resources are more efficiently shared and managed between different playing instances, and (ⅱ) game assets are streamed on-demand to reduce the initialization cost. CloudyGame is implemented with a popular game engine, and thus any game built on the engine supports CloudyGame out of the box. Our evaluation shows that a game running on CloudyGame architecture needs 70-80% less RAM, VRAM, and CPU than a game using conventional architecture when running with four players. Furthermore, the game asset streaming system reduces the game's initial loading time by 70%. Hence, our cloud gaming architecture is highly scalable and economically deployable to the edge. Further, due to a reduction in resource usage, the CloudyGame architecture would benefit games running in the cloud as well.
机译:云游戏已成为一种新的计算机游戏交付范式,通过在云服务器上运行计算机游戏并将渲染的帧流传输给用户,随时随地承诺任何设备。为了履行其承诺,云游戏提供商必须面临三个主要挑战:降低交互延迟,降低云基础设施成本,降低网络带宽需求。减少交互延迟的一种方法是在边缘而不是云运行游戏。这引起了两个额外的挑战,因为边缘服务器上可用的有限资源。首先,如果尚未安装玩家希望播放的游戏,则在边缘服务器上安装一个高初始化成本。其次,与云中的服务器相比,边缘服务器通常具有有限的计算资源。在这项工作中,我们通过提出用于开发计算机游戏的新软件架构的CloudyGame来解决这两个问题,其中(Ⅰ)资源在不同的竞争实例之间更有效地共享和管理,并且(Ⅱ)游戏资产按需流动降低初始化成本。 CloudyGame是用流行的游戏引擎实现的,因此任何内置于发动机上的游戏都支持框中的Cloudygame。我们的评估表明,在使用四个玩家运行时,在CloudyGame架构上运行的游戏需要比使用传统架构的游戏更少的RAM,VRAM和CPU。此外,游戏资产流式传输系统将游戏的初始加载时间减少了70%。因此,我们的云游戏架构在高度可扩展且经济地部署到边缘。此外,由于资源使用率降低,CloudyGame架构也将使在云中运行的游戏受益。

著录项

  • 来源
    《Multimedia Tools and Applications》 |2020年第44期|32503-32523|共21页
  • 作者单位

    13 Computing Drive School of Computing National University of Singapore 117417 Singapore Singapore;

    13 Computing Drive School of Computing National University of Singapore 117417 Singapore Singapore;

    13 Computing Drive School of Computing National University of Singapore 117417 Singapore Singapore;

    13 Computing Drive School of Computing National University of Singapore 117417 Singapore Singapore;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Cloud gaming; Gaming as a service; Game engine architecture;

    机译:云游戏;游戏作为服务;游戏引擎架构;

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