在边缘云游戏中通过工作量分割最小化游戏请求拒绝

Iryanto Jaya, Yusen Li, Wentong Cai
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引用次数: 1

摘要

云游戏抽象了传统游戏的概念,并将游戏活动放在远程呈现服务器(rse)上。尽管这允许不同设备访问多个游戏,但延迟问题总是不可避免的。每次游戏输入都必须在玩家的设备和云游戏服务器之间进行一次完整的往返。因此,云游戏的响应性不如传统电脑游戏,后者的游戏逻辑在本地运行。此外,为了获得可接受的游戏可玩性水平,延迟水平必须在一定的阈值范围内。这也阻止了一些位于偏远地区的玩家由于高延迟而无法玩游戏。因此,在本文中,我们使用边缘服务器,以便通过激活更地理分布的低能力rse来到达那些玩家。此外,我们还允许在边缘和云rsse之间拆分前景和背景渲染的工作负载,从而在成本和延迟约束之间进行权衡,减轻每个RS的负担。从我们的实验来看,与传统的云游戏方法相比,我们的架构和分配方案减少了高达28%的游戏请求拒绝。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Minimizing Play Request Rejection through Workload Splitting in Edge-Cloud Gaming
Cloud gaming abstracts the concept of traditional gaming and places the gaming activities on remote rendering servers (RSes). Although this allows heterogeneous devices to gain access to multiple game titles, latency issue is always unavoidable. Each game input must go through a complete round trip between the player's device and the cloud gaming server. Hence, cloud games are not as responsive as traditional computer games where the game logic runs locally. Moreover, in order to have an acceptable level of game playability, the latency level must be within a certain threshold. This also prevents some players who are located in remote regions from playing the game due to high latency. Therefore, in this paper, we employ edge servers in order to reach those players by activating lower capability RSes which are more geographically distributed. Furthermore, we also allow workload splitting of foreground and background rendering between edge and cloud RSes to ease the burden of each individual RS with a trade-off between cost and latency constraints. From our experiments, our architecture and allocation scheme results in reduction of play request rejections for up to 28% compared to traditional cloud gaming approach.
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