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Performance Analysis of Game Engines on Mobile and Fixed Devices

机译:移动和固定设备上游戏引擎的性能分析

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Mobile gaming is an emerging concept wherein gamers are using mobile devices, like smartphones and tablets, to play best-seller games. Compared to dedicated gaming boxes or PCs, these devices still fall short of executing newly complex 3D video games with a rich immersion. Three novel solutions, relying on cloud computing infrastructure, namely, computation offloading, cloud gaming, and client-server architecture, will represent the next generation of game engine architecture aiming at improving the gaming experience. The basis of these aforementioned solutions is the distribution of the game code over different devices (including set-top boxes, PCs, and servers). In order to know how the game code should be distributed, advanced knowledge of game engines is required. By consequence, dissecting and analyzing game engine performances will surely help to better understand how to move in these new directions (i.e., distribute game code), which is so far missing in the literature. Aiming at filling this gap, we propose in this article to analyze and evaluate one of the famous engines in the market, that is, "Unity 3D." We begin by detailing the architecture and the game logic of game engines. Then, we propose a test-bed to evaluate the CPU and GPU consumption per frame and per module for nine representative games on three platforms, namely, a stand-alone computer, embedded systems, and web players. Based on the obtained results and observations, we build a valued graph of each module, composing the Unity 3D architecture, which reflects the internal flow and CPU consumption. Finally, we made a comparison in terms of CPU consumption between these architectures.
机译:移动游戏是一个新兴的概念,游戏玩家正在使用诸如智能手机和平板电脑之类的移动设备来玩畅销游戏。与专用游戏盒或PC相比,这些设备仍无法执行具有沉浸感的新近复杂的3D视频游戏。依靠云计算基础架构的三种新颖解决方案,即计算分流,云游戏和客户端服务器架构,将代表下一代旨在改善游戏体验的游戏引擎架构。这些前述解决方案的基础是游戏代码在不同设备(包括机顶盒,PC和服务器)上的分布。为了知道应该如何分配游戏代码,需要具有游戏引擎的高级知识。因此,剖析和分析游戏引擎的性能无疑将有助于更好地理解如何朝着这些新方向发展(即分发游戏代码),这在文献中是迄今为止所缺少的。为了填补这一空白,我们在本文中建议分析和评估市场上一种著名的引擎,即“ Unity 3D”。我们首先详细介绍游戏引擎的体系结构和游戏逻辑。然后,我们提出了一个测试台,以评估三个平台(独立计算机,嵌入式系统和Web播放器)上九种代表性游戏的每帧和每个模块的CPU和GPU消耗。基于获得的结果和观察,我们构建了每个模块的有价图,组成了Unity 3D架构,该架构反映了内部流程和CPU消耗。最后,我们就这些架构之间的CPU消耗进行了比较。

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