Peer-to-peer support for low-latency Massively Multiplayer Online Games in the cloud

Richard Süselbeck, Gregor Schiele, C. Becker
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引用次数: 29

Abstract

Cloud gaming has recently been proposed as an alternative to traditional video game distribution. With this approach, the entire game is stored, run and rendered on a remote server. Player input is forwarded to the server via the Internet and the game's output is returned as a video stream. This adds network delay, which can negatively impact the gameplay. The delay is acceptable as long as the user is located geographically close to the cloud servers. However, for Massively Multiplayer Online Games (MMOGs), this delay is added on top of the existing delay between MMOG client and server. As MMOGs are highly delay-sensitive, this can significantly degrade their playability. To deal with this issue, we propose to use peer-to-peer techniques to distribute the MMOG server functionality and place it at the cloud server centers. This allows us to reduce the additional delay introduced by running the MMOG clients in the cloud.
对云中的低延迟大型多人在线游戏的点对点支持
云游戏最近被提议作为传统电子游戏发行的替代方案。通过这种方法,整个游戏可以在远程服务器上存储、运行和渲染。玩家的输入通过互联网转发到服务器,游戏的输出作为视频流返回。这会增加网络延迟,从而对游戏玩法产生负面影响。只要用户在地理位置上靠近云服务器,延迟是可以接受的。然而,对于大型多人在线游戏(MMOG),此延迟是在MMOG客户机和服务器之间现有延迟之上添加的。由于mmog对延迟非常敏感,这可能会显著降低它们的可玩性。为了解决这个问题,我们建议使用点对点技术来分发MMOG服务器功能,并将其放置在云服务器中心。这使我们能够减少在云中运行MMOG客户机所带来的额外延迟。
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