A Hybrid-Streaming Method for Cloud Gaming: To Improve the Graphics Quality delivered on Highly Accessible Game Contents
DOI:
https://doi.org/10.17083/ijsg.v4i2.163Keywords:
Cloud Gaming, Hybrid-Streaming, Graphics Quality,Abstract
The emerging Cloud Gaming Service provides a highly accessible video gaming experience. With Cloud Gaming, potential players without enough local resource can access high-quality gaming using low-spec devices. With advancing technology, we consider that if the processing power at low-spec devices can be well harvested, the quality delivered on Cloud Gaming can be further improved. Therefore, we propose a Hybrid-Streaming System that aimed at improving the graphic quality delivered by Cloud Gaming. By utilizing the available rendering power from both the Cloud Server and client PC, the system distributes rendering operations to both sides to achieve the desired improvement. Quantitative results show the proposed method improves graphics quality, as well as reducing the server’s workload while attaining acceptable network bandwidth consumption levels.
References
[2] K.-T. Chen, Y.-C. Chang, P.-H. Tseng, C.-Y. Huang, and C.-L. Lei. Measuring the latency of cloud gaming systems. In Proceedings of the 19th ACM international conference on Multimedia, pages 1269–1272. ACM, 2011. https://doi.org/10.1145/2072298.2071991
[3] K.-T. Chen, C.-Y. Huang, and C.-H. Hsu. Cloud gaming onward: research opportunities and outlook. In 2014 IEEE International Conference on Multimedia and Expo Workshops (ICMEW), pages 1–4. IEEE, 2014. https://doi.org/10.1109/icmew.2014.6890683
[4] V. Clincy and B. Wilgor. Subjective evaluation of latency and packet loss in a cloudbased game. In 2013 Tenth International Conference on Information Technology: New Generations (ITNG), pages 473–476. IEEE, 2013. https://doi.org/10.1109/ITNG.2013.79
[5] “Cloud Gaming Report 2012. Distribution and monetization strategies to increase revenues from cloud gaming,” http://www.cgconfusa.com/report/documents/Content-5minCloudGamingReportHighlights.pdf
[6] T. Geron. Sony to acquire cloud gaming startup gaikai for $380 million. http://www.forbes.com/sites/tomiogeron/2012/07/02/ sony-to-acquire-cloud-gaming-startup-gaikai-for-380-million/, 2012.
[7] C.-Y. Huang, C.-H. Hsu, Y.-C. Chang, and K.-T. Chen. Gaminganywhere: An open cloud gaming system. In Proceedings of the 4th ACM multimedia systems conference, pages 36–47. ACM, 2013. https://doi.org/10.1145/2483977.2483981
[8] M. Jarschel, D. Schlosser, S. Scheuring, and T. Hoßfeld. An evaluation of qoe in cloud gaming based on subjective tests. In 2011 Fifth International Conference on Innovative Mobile and Internet Services in Ubiquitous Computing (IMIS), pages 330–335. IEEE, 2011. https://doi.org/10.1109/IMIS.2011.92
[9] L. Xu, X. Guo, Y. Lu, S. Li, O. C. Au, and L. Fang. A low latency cloud gaming system using edge preserved image homography. In 2014 IEEE International Conference on Multimedia and Expo (ICME), pages 1–6. IEEE, 2014. https://doi.org/10.1109/icme.2014.6890279
[10] Eisert, P. and Fechteler, P.: Low delay streaming of computer graphics, 15th IEEE International Conference on Image Processing, 2008, IEEE, pp. 2704--2707 (2008). https://doi.org/10.1109/icip.2008.4712352
[11] Jurgelionis, A., Bellotti, F., De Gloria, A., Eisert, P., Laulajainen, J. and Shani, A.: Distributed video game streaming system for pervasive gaming, STreaming Day 2009 (2009).
[12] “nvidia-smi,” https://developer.nvidia.com/nvidia-system-management-interface
[13] “Intel-gpu-tools,” https://01.org/linuxgraphics
[14] “IpTraf,” http://iptraf.seul.org/
[15] Akamai. (2016). Akamai’s [state of the internet] Q4 2016 report. Retrieved from https://www.akamai.com/us/en/multimedia/documents/state-of-the-internet/q4-2016-state-of-the-internet-connectivity-report.pdf
Downloads
Published
Issue
Section
License
IJSG copyright information is provided here.