E-Render: Enabling UHD-Quality Cloud Gaming through Edge Rendering

  • Kim, Youngjin
  • 최유빈
  • Lee, Young Choon
  • Han, Hyuck
  • Kang, Sooyong
Citations

WEB OF SCIENCE

5
Citations

SCOPUS

11

초록

Cloud gaming services enable users to enjoy various high-quality computer games without installing them in their devices which may have poor resources. However, it consumes high bandwidth in backbone networks as game videos have to be constantly streamed to client devices, which can be a hindering factor for providing Ultra High Definition (UHD)-quality cloud gaming services whose demands are ever increasing. In this paper, we present a novel cloud gaming architecture, <italic>E-Render</italic>, in which the graphics engine is separated from the cloud game server and is deployed in the edge for rendering. In the architecture, since video frames are streamed from the edge server to the client device via highbandwidth subscriber networks, we can greatly save the backbone network bandwidth. To realize it, however, we need to effectively reduce the amount and latency of graphics commands transfer from the game engine in the cloud to the graphics engine in the edge server. E-render solves the problem by using novel techniques including multi-granular command deduplication and asynchronous buffer binding. We implement a prototype cloud gaming platform based on the E-Render architecture, and evaluate its performance using four real world games. The evaluation results confirm that E-Render can provide UHD-quality cloud gaming services.

키워드

ServersCloud gamingGraphicsBandwidthRendering (computer graphics)EnginesComputer architectureCloud gamingedge servicegraphics commands streamingcommand deduplicationVIRTUALIZATIONARCHITECTURE
제목
E-Render: Enabling UHD-Quality Cloud Gaming through Edge Rendering
저자
Kim, Youngjin최유빈Lee, Young ChoonHan, HyuckKang, Sooyong
DOI
10.1109/ACCESS.2022.3187696
발행일
2022-07
유형
Article
저널명
IEEE Access
10
페이지
72107 ~ 72119

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