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On the performance of OnLive thin client games

机译:关于OnLive瘦客户端游戏的性能

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摘要

Computer games stand to benefit from "cloud" technology by doing heavy-weight, graphics-intensive computations at the server, sending only the visual game frames down to a thin client, with the client sending only the player actions upstream to the server. However, computer games tend to be graphically intense with fast-paced user actions necessitating bitrates and update frequencies that may stress end-host networks. Understanding the traffic characteristics of thin client games is important for building traffic models and traffic classifiers, as well as adequately planning network infrastructures to meet future demand. While there have been numerous studies detailing online game traffic and streaming video traffic, this paper provides the first detailed study of the network characteristic of OnLive, a commercially available thin client game system. Carefully designed experiments measure OnLive game traffic for several game genres, analyzing the bitrates, packet sizes and inter-packet times for both upstream and downstream game traffic, and analyzing frame rates for the games. Results indicate OnLive rapidly sends large packets downstream, similar but still significantly different than live video. Upstream, OnLive less frequently sends much smaller packets, significantly different than upstream traditional game client traffic. OnLive supports only the top frame rates with high-capacity end-host connections, but provides good frame rates with moderate end-host connections. The results should be a useful beginning to building effective traffic models and traffic classifiers and for preparing end-host networks to support this upcoming generation of computer games.
机译:通过在服务器上进行重量级,图形密集型计算,计算机游戏将从“云”技术中受益,仅将可视游戏框架发送给瘦客户端,而客户端仅将玩家动作发送到服务器。但是,计算机游戏在图形上趋于紧张,用户的动作快节奏,需要比特率和更新频率,这可能会给最终主机网络带来压力。了解瘦客户端游戏的流量特性对于建立流量模型和流量分类器,以及充分规划网络基础架构以满足未来需求非常重要。尽管有许多研究详细介绍了在线游戏流量和流视频流量,但是本文提供了对商业上的瘦客户端游戏系统OnLive的网络特性的首次详细研究。经过精心设计的实验可测量多种游戏类型的OnLive游戏流量,分析上游和下游游戏流量的比特率,数据包大小和数据包间时间,并分析游戏的帧速率。结果表明,OnLive快速向下游发送大数据包,与实时视频相似但仍存在很大差异。在上游,OnLive很少发送更小的数据包,这与上游传统游戏客户端流量明显不同。 OnLive仅通过高容量的终端主机连接支持最高帧速率,但通过中等的终端主机连接提供良好的帧速率。结果应该是建立有效的流量模型和流量分类器以及准备最终主机网络以支持即将到来的新一代计算机游戏的有用开始。

著录项

  • 来源
    《Multimedia Systems》 |2014年第5期|471-484|共14页
  • 作者单位

    Computer Science and Interactive Media and Game Development, Worcester Polytechnic Institute, Worcester, MA 01609, USA;

    Computer Science and Interactive Media and Game Development, Worcester Polytechnic Institute, Worcester, MA 01609, USA;

    Computer Science and Interactive Media and Game Development, Worcester Polytechnic Institute, Worcester, MA 01609, USA;

    Computer Science and Interactive Media and Game Development, Worcester Polytechnic Institute, Worcester, MA 01609, USA;

  • 收录信息 美国《科学引文索引》(SCI);美国《工程索引》(EI);
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Thin client; Game; OnLive; Network performance; Frame rate;

    机译:瘦客户;游戏;直播;网络性能;影格速率;

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