基于层观看和移动预测的云游戏系统上运行游戏的响应时间改进

M. T. Sadaike, José C. Gutiérrez, Rodolfo Valiente, G. Bressan
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引用次数: 0

摘要

随着电子游戏产业的发展,新的市场和技术也在不断涌现。新一代的电子游戏越来越需要更高的处理能力和强大的显卡。越来越突出的解决方案是云游戏,玩家执行一个命令,信息在云上被远程发送和处理,然后图像以视频流的形式通过互联网返回给玩家。为了提高体验质量(QoE),本文提出了一个模型,该模型通过一个名为Cloud Manager的框架减少了玩家命令和最终游戏场景流之间的响应时间。游戏必须在不同的层中进行编码,以便Cloud Manager可以在后台使用层缓存技术,并在角色层中使用预测矩阵进行未来状态预测,以减少网络带宽使用,比特率传输和网络延迟。为了验证结果,我们在名为uniquity的云游戏系统中使用了一款以上帝视角为视角的动作游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Improvement of Response Time by Running Games on a Cloud Gaming System with Layer Vatcher and Movement Prediction
With the growing video games industry, new markets and technologies are emerging. Electronic games of the new generation are increasingly requiring more processing and powerful video cards. The solution that is gaining more prominence is Cloud Gaming, which the player performs a command, the information is sent and processed remotely on a cloud, then the images return as a video stream back to the player using the Internet. To improve the Quality of Experience (QoE), it is proposed a model that reduces the response time between the player command and the stream of the resulting game scenes through a framework called Cloud Manager. The game must be encoded in different layers so that the Cloud Manager can use layer caching techniques, in the background, and future state prediction using a prediction matrix, in the character layer, in order to reduce the network bandwidth usage, bitrate transmission and network latencies. To validate the results, an action game with god-view as point of view is used in a Cloud Gaming system called Uniquitous.
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