Foveated Video Streaming for Cloud Gaming
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Subjective Quality Assessment for Cloud Gaming
Article Subjective Quality Assessment for Cloud Gaming Abdul Wahab 1,* , Nafi Ahmad 1 , Maria G. Martini 2 and John Schormans 1 1 School of Electronic Engineering and Computer Science, Queen Mary University of London, Mile End Road, London E1 4NS, UK; Nafi[email protected] (N.A.); [email protected] (J.S.) 2 School of Computer Science and Mathematics, Kingston University, River House, 53-57 High Street, Kingston upon Thames, Surrey KT1 1LQ, UK; [email protected] * Correspondence: [email protected] Abstract: Using subjective testing, we study the effect of the network parameters, delay and packet loss ratio, on the QoE of cloud gaming. We studied three different games, selected based on genre, popularity, content complexity and pace, and tested them in a controlled network environment, using a novel emulator to create realistic lognormal delay distributions instead of relying on a static mean delay, as used previously; we also used Parsec as a good representative of the state of the art. We captured user ratings on an ordinal Absolute Category Rating scale for three quality dimensions: Video QoE, Game-Playability QoE, and Overall QoE. We show that Mean Opinion Scores (MOS) for the game with the highest levels of content complexity and pace are most severely affected by network impairments. We also show that the QoE of interactive cloud applications rely more on the game playability than the video quality of the game. Unlike earlier studies, the differences in MOS are validated using the distributions of the underlying dimensions. A Wilcoxon Signed-Rank test showed that the distributions of Video QoE and Game Playability QoE are not significantly different. -
On Energy Consumption of Mobile Cloud Gaming Using Gaminganywhere
Thesis no.:MSEE-2016-54 On energy consumption of mobile cloud gaming using GamingAnywhere Suren Musinada Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Masters in Electrical Engineering with Emphasis on Telecommunication Systems. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Suren Musinada E-mail: [email protected] University advisor: Dr. Yong Yao Department of communication systems E-mail: [email protected] Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract In the contemporary world, there has been a great proliferation of using smart-phone devices and broadband wireless networks, the young gener- ation using mobile gaming market is tremendously increasing because of the enormous entertainment features. Mobile cloud gaming is a promising technology that overcome the implicit restrictions such as computational capacity and limited battery life. GamingAnywhere is an open source cloud gaming system which is used in this thesis and calculate the energy con- sumption of mobile device when using GamingAnywhere. The aim of the thesis is to measure the power consumption of the mo- bile device when the game is streamed from the GamingAnywhere server to GamingAnywhere client. Total power consumption is calculated for four resolutions by using the hardware monsoon power monitoring tool and the individual components of mobile device such as CPU, LCD and Audio power are calculated by software PowerTutor. -
Bab Ii Teori Penunjang
BAB II TEORI PENUNJANG 2.1 Server Server merupakan sebuah sistem komputer yang difungsikan untuk memberikan layanan, membatasi dan juga mengontrol akses pada klien di sebuah jaringan komputer yang ada. Biasanya, komputer yang bertindak sebagai server ini menyediakan resource yang dapat digunakan untuk komputer lain yang bertindak sebagai komputer client. Sebuah komputer server harus memiliki spesifikasi yang tinggi dari aspek software maupun hardware yang digunakan. Selain itu, pada komputer ini juga terdapat sebuah operasi khusus yang disebut dengan “Network Operating System”. 2.1.1 Game Server Game server adalah server yang digunakan untuk keperluan game saja. Game server merupakan server yang diinstalasikan aplikasi game yang difungsikan sebagai pusat untuk menghubungkan antar pemain (client) dengan pemain yang lainnya. Game server ini bisa digunakan oleh banyak pemain dalam sebuah jaringan. Client pun bisa bermain dari lokasi mana saja. Selain merupakan server tersendiri, server bisa juga didirikan dari komputer client yang bermain game tersebut. 2.2 Game Online Game online merupakan salah satu jenis permainan komputer yang memanfaatkan media jaringan komputer baik berupa LAN atau internet. Game Online memiliki jenis yang banyak, mulai dari permainan sederhana berbasis teks sampai permainan yang menggunakan grafik kompleks dan membentuk dunia virtual yang ditempati oleh banyak pemain sekaligus. Berikut adalah beberapa jenis Game Online yang sering dimainkan saat ini berdasarkan jenis permainannya: 4 5 1. Massively Multiplayer Online First-person shooter games (MMOFPS) Game online jenis ini mengambil sudut pandang orang pertama sehingga seolah-olah pemain berada dalam permainan tersebut dalam sudut pandang tokoh karakter yang dimainkan, di mana setiap tokoh memiliki kemampuan yang berbeda dalam tingkat akurasi, refleks, dan lainnya. -
Research Article Synchronous Remote Rendering for VR
Hindawi International Journal of Computer Games Technology Volume 2021, Article ID 6676644, 16 pages https://doi.org/10.1155/2021/6676644 Research Article Synchronous Remote Rendering for VR Viktor Kelkkanen ,1 Markus Fiedler ,2 and David Lindero3 1Department of Computer Science, Blekinge Institute of Technology, Karlskrona 37179, Sweden 2Department of Technology and Aesthetics, Blekinge Institute of Technology, Karlshamn 37435, Sweden 3Ericsson Research, Ericsson AB, Luleå 97753, Sweden Correspondence should be addressed to Viktor Kelkkanen; [email protected] Received 5 November 2020; Revised 12 March 2021; Accepted 8 July 2021; Published 20 July 2021 Academic Editor: Michael J. Katchabaw Copyright © 2021 Viktor Kelkkanen et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Remote rendering for VR is a technology that enables high-quality VR on low-powered devices. This is realized by offloading heavy computation and rendering to high-powered servers that stream VR as video to the clients. This article focuses on one specific issue in remote rendering when imperfect frame timing between client and server may cause recurring frame drops. We propose a system design that executes synchronously and eliminates the aforementioned problem. The design is presented, and an implementation is tested using various networks and hardware. The design cannot drop frames due to synchronization issues but may on the other hand stall if temporal disturbances occur, e.g., due to network delay spikes or loss. However, experiments confirm that such events can remain rare given an appropriate environment. -
On the Quality of Service of Cloud Gaming Systems
IEEE TRANSACTIONS ON MULTIMEDIA, VOL. X, NO. X, SEPTEMBER 2013 1 On the Quality of Service of Cloud Gaming Systems Kuan-Ta Chen, Member, IEEE, Yu-Chun Chang, Hwai-Jung Hsu, De-Yu Chen, Chun-Ying Huang, Member, IEEE, Cheng-Hsin Hsu, Member, IEEE Abstract Cloud gaming, i.e., real-time game playing via thin clients, relieves users from being forced to upgrade their computers and resolve the incompatibility issues between games and computers. As a result, cloud gaming is generating a great deal of interests among entrepreneurs, venture capitalists, general publics, and researchers. However, given the large design space, it is not yet known which cloud gaming system delivers the best user-perceived Quality of Service (QoS) and what design elements constitute a good cloud gaming system. This study is motivated by the question: How good is the QoS of current cloud gaming systems? Answering the question is challenging because most cloud gaming systems are proprietary and closed, and thus their internal mechanisms are not accessible for the research community. In this paper, we propose a suite of measurement techniques to evaluate the QoS of cloud gaming systems and prove the effectiveness of our schemes using a case study comprising two well-known cloud gaming systems: OnLive and StreamMyGame. Our results show that OnLive performs better, because it provides adaptable frame rates, better graphic quality, and shorter server processing delays, while consuming less network bandwidth. Our measurement techniques are general and can be applied to any cloud gaming systems, so that researchers, users, and service providers may systematically quantify the QoS of these systems. -
List of TCP and UDP Port Numbers from Wikipedia, the Free Encyclopedia
List of TCP and UDP port numbers From Wikipedia, the free encyclopedia This is a list of Internet socket port numbers used by protocols of the transport layer of the Internet Protocol Suite for the establishment of host-to-host connectivity. Originally, port numbers were used by the Network Control Program (NCP) in the ARPANET for which two ports were required for half- duplex transmission. Later, the Transmission Control Protocol (TCP) and the User Datagram Protocol (UDP) needed only one port for full- duplex, bidirectional traffic. The even-numbered ports were not used, and this resulted in some even numbers in the well-known port number /etc/services, a service name range being unassigned. The Stream Control Transmission Protocol database file on Unix-like operating (SCTP) and the Datagram Congestion Control Protocol (DCCP) also systems.[1][2][3][4] use port numbers. They usually use port numbers that match the services of the corresponding TCP or UDP implementation, if they exist. The Internet Assigned Numbers Authority (IANA) is responsible for maintaining the official assignments of port numbers for specific uses.[5] However, many unofficial uses of both well-known and registered port numbers occur in practice. Contents 1 Table legend 2 Well-known ports 3 Registered ports 4 Dynamic, private or ephemeral ports 5 See also 6 References 7 External links Table legend Official: Port is registered with IANA for the application.[5] Unofficial: Port is not registered with IANA for the application. Multiple use: Multiple applications are known to use this port. Well-known ports The port numbers in the range from 0 to 1023 are the well-known ports or system ports.[6] They are used by system processes that provide widely used types of network services. -
Gaminganywhere: an Open Cloud Gaming System
GamingAnywhere: An Open Cloud Gaming System Chun-Ying Huang1, Cheng-Hsin Hsu2, Yu-Chun Chang3,4, and Kuan-Ta Chen3 1Department of Computer Science, National Taiwan Ocean University 2Department of Computer Science, National Tsing Hua University 3Institute of Information Science, Academia Sinica 4Department of Electrical Engineering, National Taiwan University [email protected], [email protected], [email protected], [email protected] ABSTRACT market research [11] further breaks down the market growth Cloud gaming is a promising application of the rapidly ex- into three categories: boxed-games, online-sold games, and panding cloud computing infrastructure. Existing cloud cloud games. Cloud gaming systems render the game scenes gaming systems, however, are closed-source with proprietary on cloud servers and stream the encoded game scenes to thin protocols, which raises the bars to setting up testbeds for clients over broadband networks. The control events, from experiencing cloud games. In this paper, we present a com- mice, keyboards, joysticks, and touchscreens are transmit- plete cloud gaming system, called GamingAnywhere, which ted from the thin clients back to the cloud servers. Among is to the best of our knowledge the first open cloud gam- the three categories, it is the cloud games market that is ing system. In addition to its openness, we design Gaming- expected to expand the most: nine times over the period of Anywhere for high extensibility, portability, and reconfigura- 2011 to 2017, at which time it is forecast to reach 8 billion bility. We implement GamingAnywhere on Windows, Linux, US dollars [11]. and OS X, while its client can be readily ported to other Cloud gaming systems attract both users and game de- OS’s, including iOS and Android. -
Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)
Source : ReportLinker 17 mars 2021 08h48 HE Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026) The global gaming market was valued at USD 162. 32 billion in 2020 and is expected to reach a value of USD 295. 63 billion by 2026, registering a CAGR of 10. 5% over the forecast period (2021 – 2026). Game developers across emerging economies are continually striving to enhance gamer’s experience, launching, and rewriting codes for diverse console/platforms, such as PlayStation, Xbox, and Windows PC, which are incorporated into one product provided to the gamers through the cloud platform. New York, March 17, 2021 (GLOBE NEWSWIRE) -- Reportlinker.com announces the release of the report "Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)" - https://www.reportlinker.com/p06036760/?utm_source=GNW - The emergence of cloud gaming is driving the market. Recent advances in advanced cloud technology have turned the idea of cloud gaming into reality. In cloud gaming, the server, where all the games are stored, does all the computation work, which includes game scene rendering, game logic processing video encoding, and video streaming. Several companies such as Onlive, G-Cluster, StreamMyGame, Gaikai, and T5-Labs are already offering commercial cloud gaming services. This new sector is also seen as a serious competitor for the traditional game market. - This has prompted video game majors such as Sega, Ubisoft, Epic Games, Atari, Warner Bros, Disney Interactive studio to establish partnerships with Onlive to distribute their games. Also, in May 2020, Nvidia GeForce Now added 19 games to its cloud gaming library, and further announcing an additional18 new games that will be available on GeForce NOW.? ? - Adoption of Gaming Platforms, such as E-sports, drives the market. -
Remote Play - Wikipedia Case 1:19-Cv-07529-DLC Document 28-4 Filed 10/14/19 Page 2 of 9
Case 1:19-cv-07529-DLC Document 28-4 Filed 10/14/19 Page 1 of 9 EXHIBIT D Remote Play - Wikipedia Case 1:19-cv-07529-DLC Document 28-4 Filed 10/14/19 Page 2 of 9 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Remote Play From Wikipedia, the free encyclopedia Main page Remote Play is a feature of Sony video game Contents Remote Play Featured content consoles that allows the PlayStation 3 and Current events PlayStation 4 to transmit its video and audio Random article output to another device; previously this could Donate to Wikipedia only be a PlayStation Portable or PlayStation Vita. Wikipedia store In 2014, it was expanded to include the use of Interaction PlayStation TV, Xperia smartphones and tablets Help (Z2 and later), and PlayStation Now. In 2016, it About Wikipedia was expanded to Microsoft Windows PCs and Community portal macOS. Finally, iOS and Android are supported. Recent changes Similar functionality is provided on Nintendo's Wii Contact page U console, using the Off-TV Play function. This Developer(s) Sony Interactive Tools feature essentially allows compatible home Entertainment What links here console games to be played on the handheld. Initial release 2006; 13 years ago Related changes While seldom implemented on PS3, Remote Play Stable release(s) [±] Upload file is a mandatory feature on all PS4 games, except Special pages Windows 2.5 / October 2, 2017; 2 years [1] Permanent link for games that utilize peripherals such as PC ago Page information PlayStation Move. Android 2.5.0 -
Gaikai - Wikipedia Case 3:19-Cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not Logged in Talk Contributions Create Account Log In
Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 1 of 8 EXHIBIT B Gaikai - Wikipedia Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Gaikai From Wikipedia, the free encyclopedia Main page Gaikai (外海, lit. "open sea", i.e. an expansive outdoor space) is an American company which provides technology for the streaming of high- Contents Gaikai Featured content end video games.[1] Founded in 2008, it was acquired by Sony Interactive Entertainment in 2012. Its technology has multiple applications, Current events including in-home streaming over a local wired or wireless network (as in Remote Play between the PlayStation 4 and PlayStation Vita), as Random article well as cloud-based gaming where video games are rendered on remote servers and delivered to end users via internet streaming (such as Donate to Wikipedia the PlayStation Now game streaming service.[2]) As a startup, before its acquisition by Sony, the company announced many partners using Wikipedia store [3] the technology from 2010 through 2012 including game publishers, web portals, retailers and consumer electronics manufacturers. On July Founded November 2008 Interaction 2, 2012, Sony announced that a formal agreement had been reached to acquire the company for $380 million USD with plans of establishing Headquarters Aliso Viejo, California, U.S. [4] Help their own new cloud-based gaming service, as well as integrating streaming technology built by Gaikai into PlayStation products, resulting Owner Sony [5] [6] About Wikipedia in PlayStation Now and Remote Play. -
Presencia Social En Sistemas Groupware Tesis
UNIVERSIDAD VERACRUZANA FACULTAD DE ESTADÍSTICA E INFORMÁTICA PRESENCIA SOCIAL EN SISTEMAS GROUPWARE TESIS QUE PARA OBTENER EL GRADO DE DOCTOR EN CIENCIAS DE LA COMPUTACIÓN PRESENTA LUIS GERARDO MONTANÉ JIMÉNEZ DIRECTORES DR. EDGARD IVÁN BENÍTEZ GUERRERO DRA. MARÍA DEL CARMEN MEZURA GODOY XALAPA, VER. ENERO 2016 DOCTORADO INTERINSTITUCIONAL EN CIENCIAS DE LA COMPUTACIÓN Tesis Doctoral PRESENCIA SOCIAL EN SISTEMAS GROUPWARE Que presenta LUIS GERARDO MONTANÉ JIMÉNEZ Para obtener el grado de DOCTOR EN CIENCIAS DE LA COMPUTACIÓN Comité Tutoral: Dr. Edgard Iván Benítez Guerrero Dra. María del Carmen Mezura Godoy Dr. Francisco Javier Álvarez Rodríguez Jurado: Dr. José Rafael Rojano Cáceres Presidente Dr. Ismael Everardo Bárcenas Secretario Patiño Dr. Guillermo Gilberto Molero Vocal Castillo Dr. Sodel Vázquez Reyes Vocal Dr. Francisco Javier Álvarez Vocal Rodríguez XALAPA, VER. ENERO 2016 Agradecimientos El autor de este documento agradece a los directores de tesis por el apoyo otorgado durante la realizaci´onde este trabajo. Del mismo modo tambi´enagradece los ´utilescomentarios realizados por los sinodales. Este trabajo fue desarrollado con el apoyo del Consejo Nacional de Ciencia y Tecnolog´ıa (CONACYT), gracias a una beca para realizar estudios doctorales (No. Registro de Becario: 232720, No. de Apoyo 350124). x Resumen En la actualidad, los desarrolladores de software se han interesado en la construcci´onde sistemas Groupware de siguiente generaci´on,los cuales proveen ambientes adaptables a varios contextos de usuario, ofreciendo informaci´ony servicios en el momento adecuado dependien- do de la actividad desarrollada. Sin embargo, las soluciones existentes para construir estos sistemas com´unmente est´anlimitadas a modelar y presentar variables de ´ındoleindividual, dejando de lado la importancia de variables sociales o de equipo. -
OPTIMIZING CLOUD GAMING SERVICE DELIVERY by Wei Cai B
OPTIMIZING CLOUD GAMING SERVICE DELIVERY by Wei Cai B.Eng., Xiamen University, China, 2008 M.Sc., Seoul National University, Korea, 2011 A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY in The Faculty of Graduate and Postdoctoral Studies (Electrical and Computer Engineering) THE UNIVERSITY OF BRITISH COLUMBIA (Vancouver) April 2016 c Wei Cai 2016 Abstract The high-profit digital gaming industry has merged with the increasing interest in transforming everything into cloud services, which leads to a novel concept called cloud gaming. In this thesis, we aim to investigate the optimization of quality of experience (QoE) for cloud gaming system, while considering different challenges, system constraints and service requirements. First, we investigate video compression technologies based on existing cloud gaming system, in which the cloud hosts the game engine and streams rendered gaming videos to players through the Internet. We propose to cooperatively encode cloud gaming videos of different players in the same game session, in order to leverage inter-gamer redundancy. This is based on an observation that game scenes of close-by gamers have non-trivial overlapping areas, and thus adding inter-gamer predictive video frames may improve the coding efficiency. Selected games are analyzed and the trace-driven simulations demonstrate the efficiency of proposed system. Second, we introduce a novel decomposed cloud gaming paradigm, which supports flexible migrations of gaming components between the cloud server and the players' terminals. We present the blueprint of the proposed system and discussed the cognitive resource optimization for the proposed decomposed cloud gaming system under distinct targets.