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| Content Provider | ACM Digital Library |
|---|---|
| Author | Zhao, Zhou Hwang, Kai Villeta, Jose |
| Abstract | Cloud gaming provides game-on-demand (GoD) services over the Internet cloud. The goal is to achieve faster response time and higher QoS. The video game is rendered remotely on the game cloud and decoded on thin client devices such as a tablet computer or a smartphone. We design a game cloud with a virtualized cluster of CPU/GPU servers at USC GamePipe Laboratory. We enable interactive gaming by taking full advantage of the cloud and local resources for high quality of experience (QoE) gaming. We report some preliminary performance results on game latency and frame rate. We find 109 ~ 131 ms latency in using the game cloud, which is 14 ~ 38% lower than 200 ms latency often experienced on a thin local computer. Moreover, the frame rate from the cloud is 25 ~ 35% higher than that of using a client computer alone. Base on these results, we anticipate game cloud has a performance gain or QoS improvement of 14 ~ 38% against that of using a thin client mobile device. Potential applications of the game cloud for high-performance scientific computing are also discussed in the paper. |
| Starting Page | 23 |
| Ending Page | 30 |
| Page Count | 8 |
| File Format | |
| ISBN | 9781450313407 |
| DOI | 10.1145/2287036.2287042 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2012-06-18 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Subject Keyword | Visualization Game benchmarking Game cloud Remote rendering Virtual machine And scientific clouds |
| Content Type | Text |
| Resource Type | Article |
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