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A Cloud Gaming System Based on User-Level Virtualization and Its Resource Scheduling

机译:基于用户级虚拟化的云游戏系统及其资源调度

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摘要

Many believe the future of gaming lies in the cloud, namely Cloud Gaming, which renders an interactive gaming application in the cloud and streams the scenes as a video sequence to the player over Internet. This paper proposes , a GPU/CPU hybrid cluster for cloud gaming based on the user-level virtualization technology. Specially, we present a performance model to analyze the server-capacity and games’ resource-consumptions, which categorizes games into two types: and . Consequently, several scheduling strategies have been proposed to improve the resource-utilization and compared with others. Simulation tests show that both of the First-Fit-like and the Best-Fit-like strategies outperform the other(s); especially they are near optimal in the batch processing mode. Other test results indicate that is efficient: An off-the-shelf PC can support five high-end video-games run at the same time. In addition, the average per-frame processing delay is 8∼19 ms under different image-resolutions, which outperforms other similar solutions.
机译:许多人认为游戏的未来在于云,即Cloud Gaming,它可以在云中呈现交互式游戏应用程序,并将场景作为视频序列通过互联网流式传输到播放器。本文提出了一种基于用户级虚拟化技术的用于云游戏的GPU / CPU混合集群。特别是,我们提供了一种性能模型来分析服务器容量和游戏的资源消耗,该模型将游戏分为两种:和。因此,已经提出了几种调度策略来改善资源利用并与其他策略进行比较。仿真测试表明,类似First-Fit和Best-Fit的策略均优于其他策略。特别是在批处理模式下它们几乎是最佳的。其他测试结果表明这是有效的:现成的PC可以支持同时运行五个高端视频游戏。此外,在不同的图像分辨率下,平均每帧处理延迟为8〜19毫秒,优于其他类似解决方案。

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