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Power consumption in remote gaming: An empirical evaluation

机译:远程游戏中的功耗:实证评估

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The thin-client approach for gaming is becoming more popular. For instance, Nvidia Shield, Valve Steam and Shinra technologies have offerings based on the concept. In remote cloud gaming, the game is being executed and processed in the cloud while the user receives a video and audio stream of the game, in a very similar way as with remote desktop clients. At the same time, clouds are moving towards the end-users as “edge clouds” with different standardization bodies, such Open Mobile Edge Cloud and Open Fog Consortium, giving momentum for the efforts. Were remote gaming approaches to utilize edge clouds, the games could be played without installing any infrastructure at the homes of end-users while keeping network delays to the latency-sensitive games low. While waiting for such edge-cloud deployments to substantiate, even regional clouds could be utilized for the purpose. In such environments, remote cloud gaming can already now be utilized by game companies as an alternative to traditional download-and-install games in order to support, e.g., anti-piracy protection. While the incentives for the game companies are relatively clear, the end-user experience has been investigated mainly from the viewpoint of latency. In this paper, we fill a research gap related to energy efficiency by showing that mobile phone users can save between 12 and 32 % power by utilizing remote gaming instead of playing with a native app. Our prototype is based on GamingAnywhere open-source software for which we have also integrated a gamepad for easier controls. We show power measurements both with a 2D and 3D games, and also additional measurements with a smart TV-stick.
机译:瘦客户端游戏方法变得越来越流行。例如,Nvidia Shield,Valve Steam和Shinra技术提供了基于该概念的产品。在远程云游戏中,当用户接收游戏的视频和音频流时,将在云中执行和处理游戏,其方式与远程桌面客户端非常相似。同时,云正以具有不同标准化机构的“边缘云”向最终用户发展,例如Open Mobile Edge Cloud和Open Fog Consortium,为这些努力提供了动力。如果是利用边缘云的远程游戏方法,则可以在终端用户家中不安装任何基础设施的情况下进行游戏,同时将对延迟敏感的游戏的网络延迟保持在较低水平。在等待这种边缘云部署得到证实的同时,甚至可以将区域云用于此目的。在这样的环境中,远程云游戏现在已经可以被游戏公司用来替代传统的下载和安装游戏,以支持例如反盗版保护。尽管对游戏公司的激励措施相对明确,但主要从等待时间的角度研究了最终用户的体验。在本文中,我们通过显示移动电话用户可以利用远程游戏而不是使用本机应用程序来节省12%到32%的电量,从而填补了与能源效率相关的研究空白。我们的原型基于GamingAnywhere开源软件,为此我们还集成了游戏手柄以实现更轻松的控制。我们通过2D和3D游戏显示功率测量结果,并通过智能电视棒显示其他测量结果。

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