E-Render: Enabling UHD-Quality Cloud Gaming Through Edge Rendering
Cloud gaming services enable users to enjoy various high-quality computer games without installing them in their devices which may have poor resources. However, it consumes high bandwidth in backbone networks as game videos have to be constantly streamed to client devices, which can be a hindering f...
Ausführliche Beschreibung
Autor*in: |
Youngjin Kim [verfasserIn] Yubin Choi [verfasserIn] Young Choon Lee [verfasserIn] Hyuck Han [verfasserIn] Sooyong Kang [verfasserIn] |
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Format: |
E-Artikel |
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Sprache: |
Englisch |
Erschienen: |
2022 |
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Schlagwörter: |
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Übergeordnetes Werk: |
In: IEEE Access - IEEE, 2014, 10(2022), Seite 72107-72119 |
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Übergeordnetes Werk: |
volume:10 ; year:2022 ; pages:72107-72119 |
Links: |
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DOI / URN: |
10.1109/ACCESS.2022.3187696 |
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DOAJ02482304X |
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10.1109/ACCESS.2022.3187696 doi (DE-627)DOAJ02482304X (DE-599)DOAJ97b372f1149c4e3a8f0c3c86102a7510 DE-627 ger DE-627 rakwb eng TK1-9971 Youngjin Kim verfasserin aut E-Render: Enabling UHD-Quality Cloud Gaming Through Edge Rendering 2022 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier Cloud gaming services enable users to enjoy various high-quality computer games without installing them in their devices which may have poor resources. However, it consumes high bandwidth in backbone networks as game videos have to be constantly streamed to client devices, which can be a hindering factor for providing Ultra High Definition (UHD)-quality cloud gaming services whose demands are ever increasing. In this paper, we present a novel cloud gaming architecture, <italic<E-Render</italic<, in which the graphics engine is separated from the cloud game server and is deployed in the edge for rendering. To realize it, however, we need to effectively reduce the amount and latency of graphics commands transfer from the game engine in the cloud to the graphics engine in the edge server. E-render solves the problem by using novel techniques including multi-granular command deduplication and asynchronous buffer binding. We implement a prototype cloud gaming platform based on the E-Render architecture, and evaluate its performance using four real world games. The evaluation results confirm that E-Render can provide UHD-quality cloud gaming services. Cloud gaming edge service graphics commands streaming command deduplication Electrical engineering. Electronics. Nuclear engineering Yubin Choi verfasserin aut Young Choon Lee verfasserin aut Hyuck Han verfasserin aut Sooyong Kang verfasserin aut In IEEE Access IEEE, 2014 10(2022), Seite 72107-72119 (DE-627)728440385 (DE-600)2687964-5 21693536 nnns volume:10 year:2022 pages:72107-72119 https://doi.org/10.1109/ACCESS.2022.3187696 kostenfrei https://doaj.org/article/97b372f1149c4e3a8f0c3c86102a7510 kostenfrei https://ieeexplore.ieee.org/document/9812593/ kostenfrei https://doaj.org/toc/2169-3536 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 10 2022 72107-72119 |
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10.1109/ACCESS.2022.3187696 doi (DE-627)DOAJ02482304X (DE-599)DOAJ97b372f1149c4e3a8f0c3c86102a7510 DE-627 ger DE-627 rakwb eng TK1-9971 Youngjin Kim verfasserin aut E-Render: Enabling UHD-Quality Cloud Gaming Through Edge Rendering 2022 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier Cloud gaming services enable users to enjoy various high-quality computer games without installing them in their devices which may have poor resources. However, it consumes high bandwidth in backbone networks as game videos have to be constantly streamed to client devices, which can be a hindering factor for providing Ultra High Definition (UHD)-quality cloud gaming services whose demands are ever increasing. In this paper, we present a novel cloud gaming architecture, <italic<E-Render</italic<, in which the graphics engine is separated from the cloud game server and is deployed in the edge for rendering. To realize it, however, we need to effectively reduce the amount and latency of graphics commands transfer from the game engine in the cloud to the graphics engine in the edge server. E-render solves the problem by using novel techniques including multi-granular command deduplication and asynchronous buffer binding. We implement a prototype cloud gaming platform based on the E-Render architecture, and evaluate its performance using four real world games. The evaluation results confirm that E-Render can provide UHD-quality cloud gaming services. Cloud gaming edge service graphics commands streaming command deduplication Electrical engineering. Electronics. Nuclear engineering Yubin Choi verfasserin aut Young Choon Lee verfasserin aut Hyuck Han verfasserin aut Sooyong Kang verfasserin aut In IEEE Access IEEE, 2014 10(2022), Seite 72107-72119 (DE-627)728440385 (DE-600)2687964-5 21693536 nnns volume:10 year:2022 pages:72107-72119 https://doi.org/10.1109/ACCESS.2022.3187696 kostenfrei https://doaj.org/article/97b372f1149c4e3a8f0c3c86102a7510 kostenfrei https://ieeexplore.ieee.org/document/9812593/ kostenfrei https://doaj.org/toc/2169-3536 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 10 2022 72107-72119 |
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10.1109/ACCESS.2022.3187696 doi (DE-627)DOAJ02482304X (DE-599)DOAJ97b372f1149c4e3a8f0c3c86102a7510 DE-627 ger DE-627 rakwb eng TK1-9971 Youngjin Kim verfasserin aut E-Render: Enabling UHD-Quality Cloud Gaming Through Edge Rendering 2022 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier Cloud gaming services enable users to enjoy various high-quality computer games without installing them in their devices which may have poor resources. However, it consumes high bandwidth in backbone networks as game videos have to be constantly streamed to client devices, which can be a hindering factor for providing Ultra High Definition (UHD)-quality cloud gaming services whose demands are ever increasing. In this paper, we present a novel cloud gaming architecture, <italic<E-Render</italic<, in which the graphics engine is separated from the cloud game server and is deployed in the edge for rendering. To realize it, however, we need to effectively reduce the amount and latency of graphics commands transfer from the game engine in the cloud to the graphics engine in the edge server. E-render solves the problem by using novel techniques including multi-granular command deduplication and asynchronous buffer binding. We implement a prototype cloud gaming platform based on the E-Render architecture, and evaluate its performance using four real world games. The evaluation results confirm that E-Render can provide UHD-quality cloud gaming services. Cloud gaming edge service graphics commands streaming command deduplication Electrical engineering. Electronics. Nuclear engineering Yubin Choi verfasserin aut Young Choon Lee verfasserin aut Hyuck Han verfasserin aut Sooyong Kang verfasserin aut In IEEE Access IEEE, 2014 10(2022), Seite 72107-72119 (DE-627)728440385 (DE-600)2687964-5 21693536 nnns volume:10 year:2022 pages:72107-72119 https://doi.org/10.1109/ACCESS.2022.3187696 kostenfrei https://doaj.org/article/97b372f1149c4e3a8f0c3c86102a7510 kostenfrei https://ieeexplore.ieee.org/document/9812593/ kostenfrei https://doaj.org/toc/2169-3536 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 10 2022 72107-72119 |
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Cloud gaming services enable users to enjoy various high-quality computer games without installing them in their devices which may have poor resources. However, it consumes high bandwidth in backbone networks as game videos have to be constantly streamed to client devices, which can be a hindering factor for providing Ultra High Definition (UHD)-quality cloud gaming services whose demands are ever increasing. In this paper, we present a novel cloud gaming architecture, <italic<E-Render</italic<, in which the graphics engine is separated from the cloud game server and is deployed in the edge for rendering. To realize it, however, we need to effectively reduce the amount and latency of graphics commands transfer from the game engine in the cloud to the graphics engine in the edge server. E-render solves the problem by using novel techniques including multi-granular command deduplication and asynchronous buffer binding. We implement a prototype cloud gaming platform based on the E-Render architecture, and evaluate its performance using four real world games. The evaluation results confirm that E-Render can provide UHD-quality cloud gaming services. |
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Cloud gaming services enable users to enjoy various high-quality computer games without installing them in their devices which may have poor resources. However, it consumes high bandwidth in backbone networks as game videos have to be constantly streamed to client devices, which can be a hindering factor for providing Ultra High Definition (UHD)-quality cloud gaming services whose demands are ever increasing. In this paper, we present a novel cloud gaming architecture, <italic<E-Render</italic<, in which the graphics engine is separated from the cloud game server and is deployed in the edge for rendering. To realize it, however, we need to effectively reduce the amount and latency of graphics commands transfer from the game engine in the cloud to the graphics engine in the edge server. E-render solves the problem by using novel techniques including multi-granular command deduplication and asynchronous buffer binding. We implement a prototype cloud gaming platform based on the E-Render architecture, and evaluate its performance using four real world games. The evaluation results confirm that E-Render can provide UHD-quality cloud gaming services. |
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Cloud gaming services enable users to enjoy various high-quality computer games without installing them in their devices which may have poor resources. However, it consumes high bandwidth in backbone networks as game videos have to be constantly streamed to client devices, which can be a hindering factor for providing Ultra High Definition (UHD)-quality cloud gaming services whose demands are ever increasing. In this paper, we present a novel cloud gaming architecture, <italic<E-Render</italic<, in which the graphics engine is separated from the cloud game server and is deployed in the edge for rendering. To realize it, however, we need to effectively reduce the amount and latency of graphics commands transfer from the game engine in the cloud to the graphics engine in the edge server. E-render solves the problem by using novel techniques including multi-granular command deduplication and asynchronous buffer binding. We implement a prototype cloud gaming platform based on the E-Render architecture, and evaluate its performance using four real world games. The evaluation results confirm that E-Render can provide UHD-quality cloud gaming services. |
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E-Render: Enabling UHD-Quality Cloud Gaming Through Edge Rendering |
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