Author:
Jitpukdeebodintra Ritthichai,Witosurapot Suntorn
Abstract
Abstract
Methods for adapting cloud gaming content can be divided according to client- or server-returned benefits. In this paper, we argue that the better method should be performed in such a way that both client and server should share common benefits. By working on a cooperative scheme, the basic of trans- rendering and trans-scaling mechanism are proposed to work together for obtaining better utilizations of network bandwidth and graphic processor altogether. Based on our experiments of running cloud gaming services in simulated environment, we show many evidences that significantly improved benefits can be obtained as planned. Our proposed hybrid adaptation method is therefore clearly helpful for the game research community.
Publisher
Springer Science and Business Media LLC
Reference21 articles.
1. P. Eisert and P. Fechteler, “Remote Rendering of Computer Games”
2. Kuan-Ta Chen Chun-Ying Huang and Cheng-Hsin Hsu, “Cloud Gaming Onwards: Research Opportunities and Outlook”
3. D.De Winter P. Simoens L. Deboosere F. De Turck J. Moreau, B. Dhoedt and P. Demeester, “A Hybrid Thin-Client protocol for Multimedia Streaming and Interactive Gaming Applications”, NOSSDAV ’06, 2006
4. Shaoxuan Wang and Sujit Dey, “Rendering Adaptation to Address Communication and Computation Constraints in Cloud Mobile Gaming”, IEEE Globecom 2010, 2010
5. A.Jurgelionis F. Bellotti A. De Gloria P. Eisert J.-P. Laulajainen and A. Shani, “Distributed video game streaming system for pervasive gaming”, 2008