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A hybrid edge-cloud architecture for reducing on-demand gaming latency

机译:混合边缘云架构可减少按需游戏延迟

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The cloud was originally designed to provide general-purpose computing using commodity hardware and its focus was on increasing resource consolidation as a means to lower cost. Hence, it was not particularly adapted to the requirements of multimedia applications that are highly latency sensitive and require specialized hardware, such as graphical processing units. Existing cloud infrastructure is dimensioned to serve general-purpose workloads and to meet end-user requirements by providing high throughput. In this paper, we investigate the effectiveness of using this general-purpose infrastructure for serving latency-sensitive multimedia applications. In particular, we examine on-demand gaming, also known as cloud gaming, which has the potential to change the video game industry. We demonstrate through a large-scale measurement study that the existing cloud infrastructure is unable to meet the strict latency requirements necessary for acceptable on-demand game play. Furthermore, we investigate the effectiveness of incorporating edge servers, which are servers located near end-users (e.g., CDN servers), to improve end-user coverage. Specifically, we examine an edge-server-only infrastructure and a hybrid infrastructure that consists of using edge servers in addition to the cloud. We find that a hybrid infrastructure significantly improves the number of end-users served. However, the number of satisfied end-users in a hybrid deployment largely depends on the various deployment parameters. Therefore, we evaluate various strategies that determine two such parameters, namely, the location of on-demand gaming servers and the games that are placed on these servers. We find that, through both a careful selection of on-demand gaming servers and the games to place on these servers, we significantly increase the number of end-users served over the basic random selection and placement strategies.
机译:云最初设计为使用商品硬件提供通用计算,其重点是增加资源整合以降低成本。因此,它没有特别适合高度延迟敏感并且需要专用硬件(例如图形处理单元)的多媒体应用程序。现有云基础架构的规模旨在通过提供高吞吐量来满足通用工作负载并满足最终用户需求。在本文中,我们研究了使用这种通用基础结构为对延迟敏感的多媒体应用程序提供服务的有效性。特别是,我们研究了点播游戏,也称为云游戏,它有可能改变视频游戏行业。我们通过大规模的测量研究证明,现有的云基础架构无法满足可接受的按需游戏所需的严格延迟要求。此外,我们调查了合并边缘服务器(它们是位于最终用户附近的服务器(例如CDN服务器))以提高最终用户覆盖范围的有效性。具体来说,我们研究了仅边缘服务器的基础架构和混合基础架构,该基础架构除了使用云之外还使用边缘服务器。我们发现,混合基础架构可以显着提高服务的最终用户数量。但是,混合部署中满意的最终用户数量很大程度上取决于各种部署参数。因此,我们评估确定两个此类参数的各种策略,即按需游戏服务器的位置和放置在这些服务器上的游戏。我们发现,通过精心选择按需游戏服务器和放置在这些服务器上的游戏,我们在基本的随机选择和放置策略上显着增加了最终用户的数量。

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