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Analyzing processing overhead of Type-0 hypervisor for cloud gaming

机译:分析用于云游戏的Type-0虚拟机管理程序的处理开销

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The recent advancement in hardware virtualization has allowed the possibility of Gaming as a Service cloud development. Though an ambitious and promising technology, the input latency and inability to provide decent payable frames per second have led to the failures of organization such as OnLive trying to provide cloud gaming. But with recent close to metal support of graphics API such as DirectX 12 and Vulkan and Sony is providing PS3 games via its PS Now service, cloud gaming seems to be back in the market. Still the hypervisor area is a major place where we haven't seen much improvement other than vSGA and vDGA. This research tries to analyze the various available Type-0 hypervisor in hope to find the most optimal option. The work proposes comparing three type-0 hypervisors namely KVM, Hyper-V and ESXi. The performance will be measured by various graphics benchmarking tools and the FPS in various current generation games. Various benchmarking tools are used to make a fair basis for comparison of the hypervisors.
机译:硬件虚拟化最近的进步允许游戏作为服务云开发的可能性。虽然技术雄心勃勃和有希望的技术,但每秒提供的输入延迟和无法提供体面应付帧导致组织的失败,例如onLive试图提供云游戏。但是,近期与图形API的金属支持接近DirectX 12和Wulkan和索尼通过其PS现在提供PS3游戏,云游戏似乎回到了市场。仍然管理员区域是我们没有看到除VSGA和VDGA之外的多大改进的主要位置。本研究试图分析各种可用类型-O的管理程序,希望找到最佳选择。该工作提出了比较三种类型-0的虚拟机管理程序即KVM,Hyper-V和ESXi。性能将通过各种图形基准工具和各种当前一代游戏中的FPS来衡量。各种基准测试工具用于对虚拟机管理程序进行比较进行公平的基础。

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