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Cloud Gaming with Foveated Video Encoding

机译:云游戏与voveated视频编码

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摘要

Cloud gaming enables playing high-end games, originally designed for PC or game console setups, on low-end devices such as netbooks and smartphones, by offloading graphics rendering to GPU-powered cloud servers. However, transmitting the high-resolution video requires a large amount of network bandwidth, even though it is a compressed video stream. Foveated video encoding (FVE) reduces the bandwidth requirement by taking advantage of the non-uniform acuity of human visual system and by knowing where the user is looking. Based on a consumer-grade real-time eye tracker and an open source cloud gaming platform, we provide a cloud gaming FVE prototype that is game-agnostic and requires no modifications to the underlying game engine. In this article, we describe the prototype and its evaluation through measurements with representative games from different genres to understand the effect of parametrization of the FVE scheme on bandwidth requirements and to understand its feasibility from the latency perspective. We also present results from a user study on first-person shooter games. The results suggest that it is possible to find a "sweet spot" for the encoding parameters so the users hardly notice the presence of foveated encoding but at the same time the scheme yields most of the achievable bandwidth savings.
机译:通过将图形渲染渲染到GPU供电的云服务器,云游戏使最初为PC或游戏机设置设计的高端游戏,最初是用于PC或游戏机设置的高端游戏,例如Netbooks和智能手机。然而,发送高分辨率视频需要大量的网络带宽,即使它是压缩视频流。通过利用人类视觉系统的不均匀敏锐度以及通过了解用户正在寻找的位置来降低带宽要求来降低带宽要求。基于消费级实时眼追踪器和开源云游戏平台,我们提供了一种云游戏FVE原型,它是游戏不可知的,不需要对底层游戏引擎进行修改。在本文中,我们通过来自不同类型的代表游戏的测量来描述原型及其评估,以了解FVE方案参数化对带宽要求的影响,并了解其与延迟观点的可行性。我们还提出了对第一人称射击游戏的用户学习的结果。结果表明,可以找到编码参数的“甜蜜点”,因此用户几乎没有注意到存在Foveated编码的存在,但同时该方案产生了大部分可实现的带宽节省。

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