演示:DeLorean:利用推测实现移动云游戏的低延迟连续交互

Kyungmin Lee, David Chu, Eduardo Cuervo, A. Wolman, J. Flinn
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引用次数: 18

摘要

在移动设备上玩游戏非常流行。最近,云游戏——数据中心服务器代表瘦客户端执行游戏,瘦客户端仅传输UI输入事件和服务器呈现的显示输出——已经成为传统客户端游戏执行的有趣替代方案。云游戏即服务(GaaS)为移动客户端提供了几个突出的优势。首先,低端设备用户可以获得与高端设备用户相同的高质量体验。其次,手机游戏开发者可以避免手机设备多样性带来的两个挑战:平台兼容性问题和各平台性能调整。第三,升级服务器(例如,bug修复,游戏更新等)比重新部署新软件到客户端要容易得多。最后,玩家可以从庞大的游戏库中进行选择,并立即体验其中的任何一款。然而,移动设备上的GaaS面临着一个关键的技术难题:玩家如何在广域延迟的情况下实现实时交互性?实时交互性意味着客户端输入事件应该迅速反映在客户端显示上。用户研究表明,玩家对低至60毫秒的延迟很敏感,超过100毫秒的延迟则更敏感[1]。如果延迟从150毫秒进一步降低到250毫秒,用户参与度会降低75%[2]。相反,我们建议通过推测执行来减轻广域延迟。我们向DeLorean展示了一个系统,尽管存在网络延迟,但它提供的实时游戏交互性与传统的本地客户端执行速度一样快。DeLorean的基本方法将输入预测与推测执行相结合,以呈现多个可能的帧输出,这些输出可能在未来的RTT毫秒内发生。DeLorean采用以下技术来实现这一目标。未来输入预测:考虑到用户的历史趋势和最近的行为,我们展示了一些类别的用户行为是高度可预测的。我们开发了一个基于马尔可夫的预测模型,该模型检查最近的用户输入来预测预期的未来输入。我们使用两种技术来提高预测质量:输入事件的超采样,
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Demo: DeLorean: using speculation to enable low-latency continuous interaction for mobile cloud gaming
Playing games on mobile devices is very popular. Recently, cloud gaming – where datacenter servers execute the games on behalf of thin clients that merely transmit UI input events and display output rendered by the servers – has emerged as an interesting alternative to traditional clientside game execution. Cloud Gaming-as-a-Service (GaaS) offers several advantages salient to mobile clients. First, users with low end devices can get the same high quality experience as users with high end devices. Second, mobile game developers avoid two challenges that arise with the huge diversity of mobile devices: platform compatibility headaches and per-platform performance tuning. Third, upgrading servers (e.g., for bug fixes, game updates, etc.) becomes far easier than redeploying new software to clients. Finally, players can select from a vast library of games and instantly play any of them. However, GaaS on mobile devices faces a key technical dilemma: how can players attain real-time interactivity in the face of wide-area latency? Real-time interactivity means client input events should be quickly reflected on the client display. User studies have shown that players are sensitive to as little as 60 ms latency, and are aggravated at latencies in excess of 100 ms [1]. A further delay degradation from 150 ms to 250 ms lowers user engagement by 75% [2]. Instead, we propose to mitigate wide-area latency via speculative execution. We present DeLorean a system that delivers real-time gaming interactivity as fast as traditional local client-side execution, despite with network latencies. DeLorean’s basic approach combines input prediction with speculative execution to render mulitple possible frame outputs which could occur RTT milliseconds in the future. DeLorean employs the following techniques to accomplish this. Future Input Prediction: Given the user’s historical tendencies and recent behavior, we show that some categories of user actions are highly predictable. We develop a Markovbased prediction model that examines recent user input to forecast expected future input. We use two techniques to improve prediction quality: supersampling of input events,
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