基于对象流的电子游戏分布式渲染

Giacomo Parolini, D. Maggiorini, Davide Gadia, L. Ripamonti
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引用次数: 0

摘要

近年来,受宽带连接日益普及的推动,游戏行业正在将大量资源和投资投入到在线和云游戏中。在传统在线游戏中,游戏体验通常是在远程服务器的支持下提供的,在线玩家依赖于他们的本地pc或主机,这些pc或主机拥有所有内容(资产)的本地副本,并且必须遵循硬件和软件规范的一些最低要求。然而,在云游戏中,密集的计算任务几乎完全卸载到专用服务器上:视频帧在远程机器上渲染,编码并作为视频流发送给玩家。这种方法减轻了对更新和强大设备的需求,但它受到多媒体实时流固有的所有限制和问题的困扰。在本文中,我们将探索一种基于(视频)流的云游戏和所有资产都属于玩家本地的传统方法之间的混合方法。我们提出了一个解决方案,将呈现管道在服务器和客户端之间分开。在这种分布式架构中,服务器管理大部分游戏场景描述,运行游戏模拟,执行图形管道的第一段应用阶段,最后向客户端发送预处理图形对象流,客户端执行最后的渲染步骤。与基于视频流的云游戏解决方案相比,所提出的方法减少了服务器的计算负担,不需要执行渲染,提高了可扩展性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Distributed Rendering for Video Games via Object Streaming
Propelled by the growing availability of broadband connection in recent years, the gaming industry is now devoting a considerable amount of resources and investments in online and cloud gaming. In legacy online gaming, the gaming experience is usually provided with the support of remote servers, and online players rely on their local PCs or consoles, which hold a local copy of all the content (assets) and must follow some minimum requirements in hardware and software specifications. Whereas, on cloud gaming, intensive computational tasks are almost completely offloaded to dedicated servers: video frames are rendered on the remote machine, encoded and sent to the players as a video stream. This approach soften the need for updated and powerful devices, but it suffers from all the limitations and problems inherent to multimedia real-time streaming. In this paper we explore an hybrid approach between a (video) streaming-based cloud gaming and the traditional approach where all assets are local to the player. We propose a solution where the rendering pipeline is split between server and client. In this distributed architecture, the server manages most of the game scene description, runs the game simulation, performs the first segment of the graphics pipeline's application stage, and finally sends a stream of pre-processed graphical objects to the client, which performs the final rendering steps. The proposed approach reduces the computational burden on the server, which is not required to perform rendering, improving scalability when compared with cloud gaming solutions based on video streaming.
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