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Evaluating Streaming and Latency Compensation in a Cloud-based Game
[drizzle]

Evaluating Streaming and Latency Compensation in a Cloud-based Game


Jiawei Sun and Mark Claypool

In Proceedings of the 4th IARIA International Conference on Advances in Computation, Communications and Services (ACCSE)
Nice, France
July 28 - August 2, 2019


The growth in cloud computing and network connectivity brings the opportunity for cloud-based game systems where players interact through a lightweight client that only displays rendered frames and captures input, while the heavyweight game processing happens on the cloud server. Compared to traditional game systems, cloud-based game systems present challenges in handling network latency and bitrate requirements. This work uses Drizzle, a custom cloud-based game system, to evaluate: 1) time warp to compensate for latency, and 2) graphics streaming to reduce network bitrates. A 30-person user study shows time warp mitigates the effects of latency on player performance, and system experiments show graphics streaming provides bitrate reductions compared to the video streaming typically used by commercial cloud-based game systems.


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