移动平台上游戏流媒体应用的端到端特性分析

Sandeepa Bhuyan, Shulin Zhao, Ziyu Ying, M. Kandemir, C. Das
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引用次数: 1

摘要

随着5G的到来,在移动设备上托管高质量的游戏流媒体应用已经成为现实。据我们所知,之前没有研究系统地调查了跨云、网络和边缘设备的端到端游戏流管道上的< QoS, Energy >元组,以了解不同管道阶段的个人贡献。在本文中,我们通过模拟云端的高端工作站、模拟边缘设备/移动平台的开源平台(Moonlight-GameStreaming)和两种网络设置(WiFi和5G),对整个游戏流媒体管道进行了全面的性能和功耗分析。我们的研究表明,云端的渲染阶段和编码阶段是4K流媒体的瓶颈。虽然5G当然更适合支持4K流媒体的增强视频质量,但与WiFi相比,它在功耗方面更昂贵。此外,移动设备中的网络接口和解码器单元需要更节能的设计,以更低的成本支持高质量的游戏。这些观察结果将有助于设计更具成本效益的未来云游戏平台。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
End-to-end Characterization of Game Streaming Applications on Mobile Platforms
With the advent of 5G, hosting high-quality game streaming applications on mobile devices has become a reality. To our knowledge, no prior study systematically investigates the < QoS, Energy > tuple on the end-to-end game streaming pipeline across the cloud, network, and edge devices to understand the individual contributions of the different pipeline stages. In this paper, we present a comprehensive performance and power analysis of the entire game streaming pipeline through extensive measurements with a high-end workstation mimicking the cloud end, an open-source platform (Moonlight-GameStreaming) emulating the edge device/mobile platform, and two network settings (WiFi and 5G). Our study shows that the rendering stage and the encoding stage at the cloud end are the bottlenecks for 4K streaming. While 5G is certainly more suitable for supporting enhanced video quality with 4K streaming, it is more expensive in terms of power consumption compared to WiFi. Further, the network interface and the decoder units in mobile devices need more energy-efficient design to support high quality games at a lower cost. These observations should help in designing more cost-effective future cloud gaming platforms.
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