Adrenaline: Adaptive Rendering Optimization System for Scalable Cloud Gaming
Cloud gaming requires a low-latency network connection, making it a prime candidate for being hosted at the network edge. However, an edge server is provisioned with a fixed compute capacity, causing an issue for multi-user service and resulting in users having to wait before they can play when the...
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Zusammenfassung: | Cloud gaming requires a low-latency network connection, making it a prime
candidate for being hosted at the network edge. However, an edge server is
provisioned with a fixed compute capacity, causing an issue for multi-user
service and resulting in users having to wait before they can play when the
server is occupied. In this work, we present a new insight that when a user's
network condition results in use of lossy compression, the end-to-end visual
quality more degrades for frames of high rendering quality, wasting the
server's computing resources. We leverage this observation to build Adrenaline,
a new system which adaptively optimizes the game rendering qualities by
considering the user-side visual quality and server-side rendering cost. The
rendering quality optimization of Adrenaline is done via a scoring mechanism
quantifying the effectiveness of server resource usage on the user-side gaming
quality. Our open-sourced implementation of Adrenaline demonstrates easy
integration with modern game engines. In our evaluations, Adrenaline achieves
up to 24% higher service quality and 2x more users served with the same
resource footprint compared to other baselines. |
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DOI: | 10.48550/arxiv.2412.19446 |