End-to-end Characterization of Game Streaming Applications on Mobile Platforms

Sandeepa Bhuyan, Shulin Zhao, Ziyu Ying, M. Kandemir, C. Das
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引用次数: 2

Abstract

With the advent of 5G, supporting high-quality game streaming applications on edge devices has become a reality. This is evidenced by a recent surge in cloud gaming applications on mobile devices. In contrast to video streaming applications, interactive games require much more compute power for supporting improved rendering (such as 4K streaming) with the stipulated frames-per second (FPS) constraints. This in turn consumes more battery power in a power-constrained mobile device. Thus, the state-of-the-art gaming applications suffer from lower video quality (QoS) and/or energy efficiency. While there has been a plethora of recent works on optimizing game streaming applications, to our knowledge, there is no study that systematically investigates the design pairs on the end-to-end game streaming pipeline across the cloud, network, and edge devices to understand the individual contributions of the different stages of the pipeline for improving the overall QoS and energy efficiency. In this context, this paper presents a comprehensive performance and power analysis of the entire game streaming pipeline consisting of the server/cloud side, network, and edge. Through extensive measurements with a high-end workstation mimicking the cloud end, an open-source platform (Moonlight-GameStreaming) emulating the edge device/mobile platform, and two network settings (WiFi and 5G) we conduct a detailed measurement-based study with seven representative games with different characteristics. We characterize the performance in terms of frame latency, QoS, bitrate, and energy consumption for different stages of the gaming pipeline. Our study shows that the rendering stage and the encoding stage at the cloud end are the bottlenecks to support 4K streaming. While 5G is certainly more suitable for supporting enhanced video quality with 4K streaming, it is more expensive in terms of power consumption compared to WiFi. Further, fluctuations in 5G network quality can lead to huge frame drops thus affecting QoS, which needs to be addressed by a coordinated design between the edge device and the server. Finally, the network interface and the decoder units in a mobile platform need more energy-efficient design to support high quality games at a lower cost. These observations should help in designing more cost-effective future cloud gaming platforms.
移动平台上游戏流媒体应用的端到端特性分析
随着5G的到来,在边缘设备上支持高质量的游戏流媒体应用已经成为现实。最近移动设备上云游戏应用的激增就证明了这一点。与视频流应用程序相比,交互式游戏需要更多的计算能力来支持改进的渲染(如4K流媒体)和规定的每秒帧数(FPS)限制。这反过来又会在功率有限的移动设备中消耗更多的电池电量。因此,最先进的游戏应用程序受到较低的视频质量(QoS)和/或能源效率的影响。虽然最近有大量关于优化游戏流应用程序的工作,但据我们所知,还没有研究系统地调查跨云、网络和边缘设备的端到端游戏流管道上的设计对,以了解管道不同阶段的个人贡献,以提高整体QoS和能源效率。在此背景下,本文对整个游戏流媒体管道进行了全面的性能和功耗分析,包括服务器/云端,网络和边缘。通过模拟云端的高端工作站、模拟边缘设备/移动平台的开源平台(Moonlight-GameStreaming)和两种网络设置(WiFi和5G)的广泛测量,我们对7款具有不同特征的代表性游戏进行了详细的基于测量的研究。我们根据帧延迟、QoS、比特率和游戏管道不同阶段的能耗来描述性能。我们的研究表明,云端的渲染阶段和编码阶段是支持4K流媒体的瓶颈。虽然5G当然更适合支持4K流媒体的增强视频质量,但与WiFi相比,它在功耗方面更昂贵。此外,5G网络质量的波动会导致大量的帧丢失,从而影响QoS,这需要通过边缘设备和服务器之间的协调设计来解决。最后,移动平台中的网络接口和解码器单元需要更节能的设计,以更低的成本支持高质量的游戏。这些观察结果将有助于设计更具成本效益的未来云游戏平台。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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