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Candidate Paper.Docx
Evaluating Cloud-Based Gaming Solutions Item Type Thesis Authors Truong, Daniel Download date 30/09/2021 10:55:03 Link to Item http://hdl.handle.net/20.500.12648/1782 Evaluating Cloud-Based Gaming Solutions A Master’s Thesis Project Presented to the Department of Communications and Humanities In Partial Fulfillment of the Requirements for the Master of Science Degree State University of New York Polytechnic Institute By Daniel Truong May 2021 SUNY Polytechnic Institute Department of Communications and Humanities Approved and recommended for acceptance as a thesis in partial fulfillment of the requirements for the degree of Master of Science in Information Design and Technology. _____________________________________June 11, 2021 Date _____________________________________ Dr. Kathryn Stam Thesis Advisor _____________________________________ Date _____________________________________ Dr. Ibrahim Yucel Second Reader Abstract Recently, tech companies such as Google and Microsoft have invested resources into offering cloud-based delivery of video games. Delivery of games over such a medium negates the need of requiring dedicated video game consoles or computers with robust 3D graphics hardware. Tangible hardware requirements for traditional video game playing are currently undergoing a supply shortage due to a multitude of factors, particularly related to the COVID-19 pandemic. This project evaluates the cost of using cloud services vs. using a physical video game console. Also, this article evaluates whether players can come up with a custom solution utilizing VPS (virtual private server) providers such as Amazon Web Services. By utilizing the diffusion of innovations theory, we evaluate how the common actors of the video game industry try to replicate the traditional video game playing experience, but in a cloud setting. -
Effects of Local Latency on Games
Effects of Local Latency on Games A Thesis Submitted to the College of Graduate and Postdoctoral Studies in Partial Fulfillment of the Requirements for the degree of Master of Science in the Department of Computer Science University of Saskatchewan Saskatoon By Michael Long ©Michael Long, April 2019. All rights reserved. Permission to Use In presenting this thesis/dissertation in partial fulfillment of the requirements for a Postgraduate degree from the University of Saskatchewan, I agree that the Libraries of this University may make it freely available for inspection. I further agree that permission for copying of this thesis/dissertation in any manner, in whole or in part, for scholarly purposes may be granted by the professor or professors who supervised my the- sis/dissertation work or, in their absence, by the Head of the Department or the Dean of the College in which my thesis work was done. It is understood that any copying or publication or use of this thesis/dissertation or parts thereof for financial gain shall not be allowed without my written permission. It is also understood that due recognition shall be given to me and to the University of Saskatchewan in any scholarly use which may be made of any material in my thesis/dissertation. Disclaimer Reference in this thesis/dissertation to any specific commercial products, process, or service by trade name, trademark, manufacturer, or otherwise, does not constitute or imply its endorsement, recommendation, or favoring by the University of Saskatchewan. The views and opinions of the author expressed herein do not state or reflect those of the University of Saskatchewan, and shall not be used for advertising or product endorsement purposes. -
A Measurement Study of Vertical Synchronization Configurations in PC Video Games
5/6/2015 A Measurement Study of Vertical Synchronization Configurations in PC Video Games. A Measurement Study of Vertical Synchronization Configurations in PC Video Games. Jeremy Tang, jntang (at) go.wustl.edu (A paper written under the guidance of Prof. Raj Jain) Download Abstract: In computer graphics, vertical synchronization (VSync) refers to syncing the rate of drawn frames with a computer monitor's refresh rate, making the drawn frames have fluid motion while exhibiting no visual artifacts [Wilson09a]. In video games, both image fluidity and low input latency are important factors in providing a comfortable experience for a video game player. Traditionally, disabling VSync in video games will present the least amount of input latency at the cost of image fluidity and screen tearing, while enabling VSync will present a perfectly fluid and artifactfree image at the cost of significant input latency [Wilson09b]. The objective of this study is to determine a combination of settings which will minimize input latency while maintaining VSync in PC video games. The study used a 2^k*30 experimental design encompassing a variety of configurations for displaying a rendered frame onto a monitor, such as triple buffering and frame rate locking, and measuring the input latencies for each configuration. The video games used in this study are Left 4 Dead 2, Super Meat Boy, and Sleeping Dogs. We conclude that fullscreen VSync with frame rate locking is the most balanced configuration, providing minimal input latency while maintaining VSync. Keywords: Video Games, PC Gaming, Frame Rate, Vertical Sync, VSync, Double Buffering, Triple Buffering, Input Lag, Input Latency, Performance Evaluation, Performance Analysis, Experimental Design. -
Doing It for Ourselves: the Pirate Bay As Strategic Sovereign
CULTURE MACHINE CM • 2019 When Infrastructure Becomes Failure: A material analysis of the limitations of cloud gaming services Sean RM Willett (University of Calgary) After what feels like an eternity of waiting, I see another player. They are running across the wheat field, completely in the open. I quickly look down my magnified scope, placing the intruder in my field of view. From my perch on the roof of this building, I have the perfect vantage point to use the Kar 98 I had picked up earlier in the match. It’s a sniper rifle, powerful enough to down another player with a shot to the head from hundreds of meters away. But they’re also loud. And slow. And I’m not the only player who has one. I will likely only get one shot – the slow firing rate of the Kar 98 means that missing would give the other player enough time to duck down amongst the field of yellow wheat, disappearing from my sight. I line up my shot, hand moving slowly as I follow the target. I click my mouse. Yet, my in-game avatar does not pull the trigger. Instead, a half second passes. Or perhaps only a tenth of a second. Not much time, but enough. Enough so that when my avatar does pull his trigger, the bullet does not fly into my opponent’s head. Instead, I see a small cloud of dust shoot up where the bullet impacted the hill behind them. This, combined with the sound of the gunshot, is enough to give my position away.