是否所有游戏都同样适合云游戏?肌电图方法

Yeng-Ting Lee, Kuan-Ta Chen, Han-I Su, C. Lei
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引用次数: 103

摘要

云游戏现在使任何电脑游戏都可以在瘦客户机上玩,而不必担心硬件需求。它使玩家不再需要频繁升级电脑,因为他们现在可以通过宽带互联网连接和瘦客户端在远程服务器上玩游戏。然而,云游戏本质上比在线游戏更容易受到延迟的影响,因为游戏图形是在云服务器上呈现的,而瘦客户机不拥有延迟补偿技术所需的游戏状态信息。在本文中,我们研究了云游戏中的响应延迟如何影响用户体验,以及延迟对玩家体验的影响在不同游戏中的差异。我们发现并非所有游戏都对云游戏友好。也就是说,相同程度的延迟可能会对游戏体验质量产生截然不同的影响,这取决于游戏的实时严格性。因此,我们开发了一个模型,可以根据玩家的输入速率和游戏屏幕动态来预测游戏的实时严格性。该模型可以在提升玩家游戏体验的同时,优化数据中心运营成本。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Are all games equally cloud-gaming-friendly? An electromyographic approach
Cloud gaming now makes any computer game playable on a thin client without the previous worries and frustrations about the hardware requirements. It frees players from the need to frequently upgrade their computers as they can now play games that are hosted on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on cloud servers and thin clients do not possess game state information that is required by delay compensation techniques. In this paper, we investigate how the response latency in cloud gaming would affect users' experience and how the impact of latency on players' experience varies among different games. We show that not all games are equally friendly to cloud gaming. That is, the same degree of latency may have very different impacts on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and the game screen dynamics. The model can be used to simultaneously enhance players' gaming experience and optimize the operation cost of data centers.
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