Outatime:利用推测实现移动云游戏的低延迟持续交互

Kyungmin Lee, David Chu, Eduardo Cuervo, J. Kopf, Yu.G. Degtyarev, Sergey Grizan, A. Wolman, J. Flinn
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引用次数: 164

摘要

手机、平板电脑和笔记本电脑上的游戏非常受欢迎。云游戏——远程服务器代表瘦客户端执行游戏执行和渲染,而瘦客户端只是发送输入帧和显示输出帧——承诺任何设备都能在任何时间玩任何游戏。不幸的是,现实情况是广域网的延迟通常是令人望而却步的;蜂窝网络、Wi-Fi甚至有线住宅终端主机往返时间(rtt)都可能超过100毫秒,超过这个阈值,许多玩家往往认为响应能力是不可接受的。在本文中,我们介绍了outtime,这是一种用于移动云游戏的推测执行系统,能够掩盖高达120毫秒的网络延迟。outtime提供未来可能结果的推测框架,提前一个完整的RTT交付给客户端,并在错误推测发生时迅速恢复。客户端几乎感觉不到延迟。为了实现这一点,outtime结合了:1)未来状态预测;2)基于图像渲染和事件时移的状态逼近;3)快速状态检查点和回滚;4)状态压缩节省带宽。为了评估outtime猜测系统,我们使用了两款高质量的商业发行游戏:基于抽动的第一人称射击游戏《毁灭战士3》和动作角色扮演游戏《神鬼寓言3》。通过用户研究和性能测试,我们发现玩家非常喜欢outtime,而不是传统的瘦客户端游戏,后者的网络RTT是完全可见的,而且outtime成功地模仿了在低延迟网络上玩游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming
Gaming on phones, tablets and laptops is very popular. Cloud gaming - where remote servers perform game execution and rendering on behalf of thin clients that simply send input and display output frames - promises any device the ability to play any game any time. Unfortunately, the reality is that wide-area network latencies are often prohibitive; cellular, Wi-Fi and even wired residential end host round trip times (RTTs) can exceed 100ms, a threshold above which many gamers tend to deem responsiveness unacceptable. In this paper, we present Outatime, a speculative execution system for mobile cloud gaming that is able to mask up to 120ms of network latency. Outatime renders speculative frames of future possible outcomes, delivering them to the client one entire RTT ahead of time, and recovers quickly from mis-speculations when they occur. Clients perceive little latency. To achieve this, Outatime combines: 1) future state prediction; 2) state approximation with image-based rendering and event time-shifting; 3) fast state checkpoint and rollback; and 4) state compression for bandwidth savings. To evaluate the Outatime speculation system, we use two high quality, commercially-released games: a twitch-based first person shooter, Doom 3, and an action role playing game, Fable 3. Through user studies and performance bench- marks, we find that players strongly prefer Outatime to traditional thin-client gaming where the network RTT is fully visible, and that Outatime successfully mimics playing across a low-latency network.
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