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Cloud Computing": "Research On Latency Problems and Solutions in Cloud Game"

This document provides a research paper proposal on studying latency problems and solutions in cloud games. It discusses several key areas that contribute to latency including network delay, playout delay, and processing delay. It also reviews literature on assessing whether games are suitable for cloud gaming based on latency tolerance. Additionally, it examines elements that can help reduce latency such as improved video codecs, GPU virtualization, and optimized network performance. The proposal aims to provide new ideas for researching latency challenges and improvements in cloud-based gaming.
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0% found this document useful (0 votes)
98 views

Cloud Computing": "Research On Latency Problems and Solutions in Cloud Game"

This document provides a research paper proposal on studying latency problems and solutions in cloud games. It discusses several key areas that contribute to latency including network delay, playout delay, and processing delay. It also reviews literature on assessing whether games are suitable for cloud gaming based on latency tolerance. Additionally, it examines elements that can help reduce latency such as improved video codecs, GPU virtualization, and optimized network performance. The proposal aims to provide new ideas for researching latency challenges and improvements in cloud-based gaming.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 14

A Report RESEARCH PAPER PROPOSAL On

“Research on Latency Problems and Solutions in Cloud


Game”

Submitted for partial fulfillment of VI Semester “cloud


computing”
by

Team Members: REG. NO.

Akshay MD (1SI18CS402)

Sharanabasava (1SI17CS098)

Department of Computer Science & Engineering


Siddaganga Institute of Technology, Tumakuru-3
(An Autonomous Institute affiliated to VTU, Accredited by NBA)
2020-21

1
TABLE OF CONTENTS

Sl. No. Content Page No.

1. Abstract 3

2. Introduction 3

3. Literature Review 4

4. Elements that Contribute to Latency 5

5. Video codec 5

6. GPU virtualization 6

7. Network latency 7

8. Models of computation 8

9. Conclusion 9

10. References 13
Research on Latency Problems and Solutions in Cloud Game

Abstract

In recent years, the concept of cloud game remains a hot spot in both academic and game
industry, proved by a large number of related research papers and the emergence of various
cloud gaming platforms. Cloud game has competitive advantages over other traditional games.
However, cloud games are more susceptible to latency than traditional online games because the
data of cloud games are processed in remote servers. This paper shows the researches and
progress in cloud gaming, analyzes the main aspects that may influence cloud gaming latency
and proposes feasible methods to improve these problems.
Introduction

After developing for almost twenty years, computer games are becoming increasingly
complex. Most modern games are computationally and graphically intensive, such as Assassin’s
Creed Odyssey, Total War, and Warhammer. To play these games, players need a powerful
multi-core CPU and high-end graphics card to run these resource-demanded programs. What’s
more, it is necessary for players to upgrade their computer hardware continuously since
computer games are becoming more and more complex. As a result, users are often restricted by
the need for a well-equipped computer and cannot play games at anytime and anywhere. Cloud
game offers an alternative solution to these players.
Based on cloud computing, games are running on powerful remote servers, all things that
players need to do is to receive the data stream from the server and sending commands back to
build interactions. In this way, less computation and graphics processing capability is required
for users’ personal devices and therefore even mobile devices can run computational and
graphics demanding games. Thus, players do not need to concern about hardware problems any
longer. Given these advantages for game developers and customers, cloud game has been
considered as a potential paragon for game development.
The basic idea of the cloud game is to render video games on the cloud and deliver
stream-encoded game scene via network transmitting, which means that when players send a
signal to the cloud server to control characters’ action, they cannot see the results until the
cloud server makes a response, processes the control order and then renders a new game scene,
and eventually sends the screen to the player. The problem with this is that players cannot get a
real-time response from the game, and the server needs some time to deal with orders from the
clients. A large amount of data will be created during this process. Therefore, the gaming
experience of cloud game players is extremely susceptible to response latency. Latency is a
common issue for traditional online games. Taking World of Warcraft as an example, game
scenes are rendered in players’ personal computer, therefore, the impact on the network can be
mitigated by using delay compensation techniques, such as dead reckoning. However, such
techniques cannot be adapted to cloud games since these techniques require game state
information, which is not accessible for the player in cloud game structure. In addition, the
amount of data in cloud games is much bigger than that of the traditional C/S model online
games. Therefore, cloud game is more latency-sensitive than traditional online games.
Literature Review

A research team from Taiwan National University built a model to test whether a game is
suitable and friendly for transplanting to cloud game platform. By investigating the impact of
latency on players’ gaming experience, they draw a conclusion that not all games are cloud-
gaming friendly, especially for games with dynamic screen changes and high frequency of
getting input from users. In their paper, they established a model to predict whether one kind of
game is cloud-gaming friendly based on testing latency’s impact on players’ mood. Their work is
a milestone for the development of cloudgame theory but has not explained latency problems and
impacts explicitly. In Victor Clincy and Brandon Wilgor’s paper, they mainly focused on the
network conditions: Packet loss and Round-trip response time. It can be seen that many works
have been done to understand the importance of latency’s impact on cloud games, but most of
them were focused on network systems and few have investigated other potential factors that
cause latency problem. This paper reviews the current directions and research development on
studying latency problem of cloud game. The fundamental purpose of this study is to provide
new ideas and inspirations to scholars focusing on cloud game in future research.
Elements that Contribute to Latency

Influential factors impact on the cloud game latency can be divided into three parts:

• Network delay (ND): Total times required for delivering the command of the player to the
server and send back to the computer monitor of the client from the server.

• Playout delay (OD): Different duration of the client receives the encoded form of a frame and
the frame is decoded and presented on the screen.

• Processing delay (PD): Different duration of the server receives players’ command (from the
thin client) and it responds with a corresponding frame after processing the command. The
overall response latency is called Response Delay (RD), and RD=ND+OD+PD.
Video codec

In the structure of cloud game, delivering powerful server capture, compressing, and
rendering the game scene to thin clients do not need strong computational capabilities; and most
cloud gaming platforms are using video stream to transmit data. Currently, H.264 has been
widely accepted by most cloud gaming platforms and extensively utilized in video recording and
editing. For instance, on Live is a typical cloud gaming platform that uses H.264 codec.
However, in the case of mobile cloud gaming, H.264 is not an efficient coding form anymore.
The reason for this is that mobile devices deliver huge amounts of data includes high quality and
high-frame-rate graphics under stringent latency requirements. Thus, in most cases, mobile
players have to ensure that they have a high-bandwidth network condition.
Compressing game image that for transmission is an essential means to mitigate the
requirement of bandwidth network. Thus, most of the mobile players use H.264 as the default-
coded format. In most cases, significant differences exist between each graphics frame of
graphics-intensive and fast-action games. These differences lead to the inefficiency of applying
video codec for compressing game images. For those games with few scene changes, such as
SLG game, the correlation of each frame graphic is big; simply using video codec in-game
image compression may send repeated information to the server. For solving this problem, a
layer-coding approach was proposed to separate the game image into two layers: base layer
(contain original image information) and graphics enhancement layer, which contains graphics
enhancement instructions: light\map rendering, shading command, reflection computations, etc.
This approach uses relatively little computation and rendering resource on clients. The
consequent result of this approach is that the client rendering computation and transmission bit-
rate can be reduced, and the transmitting data over the network can be decreased significantly as
well. Improvement in video codec aims at diminishing Playout delay (OD) by augmenting the
efficiency of decoding thin client, and eventually shortens the time needed for showing the latest
game scene rendered by the distant server. Using layer-coding can make both the coding and
decoding process faster and more efficient than H.264. This concept offers a fundamental
theoretical framework for developing a new encoder that provides an advanced QoE (Quality of
Experience) in cloud gaming experience.
GPU virtualization

Although cloud game provides games with enhanced quality to its users in a completely
new way, it is intractable for the company to control their hardware cost while guaranteeing
players’ gaming experience. For example, On Live was in financial difficulties because of their
plan to improve their players’ experience. However, the low-level configuration will certainly
bring unsatisfying experience to cloud game players, even worse, they will refuse to play cloud
games in the future. Powerful and high-configuration hardware has drawbacks as well. In the
traditional mode, one client has at least a server, this structure generates considerable cost. On
the other hand, given the fact that each game has its own performance requirement standard, in
the case of the 2D game, it is a waste of resource and money to prepare a super-powerful server,
which can run high-quality graphic ACT/FPS game smoothly.

Virtualization plays a crucial role in integrating game resources and decreasing hardware cost.
By using virtual machines such as VMWare, it enables multiple cloud games to share servers’
hardware resources while keeping isolated. So far, CPU, network interfaces, and storage
virtualization technique have been developed into mature conditions. However, GPU is an
exceptional case. As pointed out by previous scholars, GPU virtualization has a high probability
of causing higher latency and more extended response time. A newly developed method of GPU
virtualization may help to make some improvement to this issue. In the past, the virtual
machine’s graphics rendering capability cannot run GPU-intensive games smoothly. The
efficiency of CPU’s graphics ability is low, while GPU is good at handling the computation of
massive matrix data, which can strongly improve the graphics processing speed. The problem
with this is that there is no GPU algorithm matured enough to cope with virtual machines. Thus,
the development of graphics capability for the virtual machine has been limited.

Previous researchers proposed a new GPU algorithm named “vGPU” for the virtual machines.
The basic idea of “vGPU” is to divide GPU computation resources into many pieces and invite
CPU in graphics processing to compensate for the loss of GPU computing resources. By sharing
GPU computation resources among virtual machines, their graphics capability will be enhanced
to some extent. Another group of scholars managed to build an original cloud game system by
using vGPU techniques and a cloud gaming platform called Gaming Anywhere. The result
shows that it indeed lowers the cloud game latency by improving processing ability in each
virtual machine, but its effect is insignificant. “vGPU” can only fit the basic requirement of
cloud game, but its impact on the progressing of cloud gaming platform is marginal.
Virtualizing GPU provides multiple benefits to virtual machine. To be specific, virtualizing
GPU increases the server’s game concurrency ability and enhances virtual machine’s
computation capability. Moreover, GPU virtualization decreases virtual machine’s processing
delay and reduces hardware cost. Experiment also shows that installing GPU in virtual machine
can improve coding efficiency. Problem with GPU virtualization is one of the biggest obstacles
that have impeded cloud game from achieving satisfying latency and response time. Therefore, a
practical algorithm that can improve virtual machine’s graphics capability prominently is an
urgent need. The author believes that it is necessary and essential for future research on cloud
gaming platform to put emphasis on GPU virtualization.
Network latency

Network latency is an inevitable problem in both traditional online game and cloud game.
Especially for cloud game, based on cloud techniques, cloud game servers are distributed across
geographical locations, so choosing the server with the shortest latency for each player became a
difficult task. In traditional online games, to solve network latency problem, experts invited
distributed game server architectures and extensible network structure. However, in the case of
cloud game, this method cannot be applied directly. Each cloud game server provides a large
number of games to its users and each game has different requirements for network resources.
Choosing the server with the shortest network latency does not mean it is the fastest one because
each server’s computation capability may be different due to virtual machines. Game is running
on cloud servers instead of personal computers. Thus, it would be difficult to make any
compensation on latency caused by network delay, for example, dead reckoning is a common
method used to address latency. The huge amount of data transmitting should also be considered
in network.

These problems generate two topics as the following: how to choose a proper server in cloud
games, and how to improve network conditions. The emergence of the 5G protocol may be a
practical way to improve network conditions. Research shows that 5G protocol can bring low
latencies for those graphics and data-intensive applications, such as virtual reality and augmented
reality. This new technology is useful for cloud games too. In the architecture of cloud game,
almost all computations are done in the center of the cloud – the powerful server. However, since
the powerful server is limited by network speed and the scale of data amount, not all data can be
sent to the client on time. In some frame-intensive game with high graphics quality, congestion
may happen and bring the players negative emotions. Therefore, the high transmitting speed of
5G network plays an important role in improving this situation. Even though the coverage of 5G
network has not extended to a broader era yet, it still can be used on the architecture of cloud
game. As a result, the network latency of the cloud gaming platform developed based on the 5G
protocol will reduce significantly.
Models of computation

A majority of cloud gaming platforms are facing the problem of high round trip time due
to the cloud data center is distant from the clients. This problem directly leads to comparatively
higher network latency. When a large scale of users are requesting services, the data center’s
defect of needing huge bandwidth consumption and lacking game concurrence ability was
conspicuous. Immature GPU virtualizing techniques also impede cloud games’ development
Lin Li’s study shows that Edge computation can be invited in cloud game architecture to
lower the latency. Edge computation is a new computation model developed with the emergence
of IoT (Internet of Things) and 5G protocol. In this model, computation is done at the edge of
the network instead of the center (in C/S model, it’s a server). Edge computation model
manipulates the edge node’s network proximity to solve the latency problem in cloud games,
like a distributed computation system, which overcomes the high bandwidth consumption in the
cloud center.
The update of the computation model can make up for the overall response delay and
diminish network latency prominently. Lin Li and his team have cultivated a new cloud game
frame, which is called Gaming Edge. They investigated a new mechanism using graphic stream
based Game-on demand, games are running on the server, but the server will intercept client’s
demand of rendering and sending the graphic stream to the client, the client will be responsible
for finishing graphic command. This creative idea managed to divide game scene’s rendering
process from game logic’s computation, manipulate Edge node’s computation ability and make
full use of client’s render ability. Eventually, this mechanism greatly reduced system latency
and improved server’s game concurrency. Combining with 5G protocol, Edge computation in
cloud games has a prospecting future in both the academic research and industrial area.
Conclusion

Currently, cloud game has become increasingly popular. It is foreseeable that cloud game
will continue to develop under the trend of chasing the cloud computing technique. However,
unsolved problems still exist in cloud game such as hardware limitation, network speed, and
GPU virtualizing. These issues are the main reasons that hindered cloud game from becoming
more popular and widely accepted by players. Among these problems, the latency problem is the
most important one that has substantial impact on the development of cloud gaming platform.

This paper describes the latency problem of cloud gaming platform and primary factors
contribute to the overall latency (or response delay) and reviewed current progress on research
focused on cloud game. The author proposed a possible solution for each factor and pointed
out three prospecting research directions, which is solving cloud game latency problem, 5G
protocol application, and cloud game Edge Computation model. Breakthroughs in these fields
of research will improve cloud game’s latency problem and breathe new life into cloud
game’s development, especially for the 5G network application. This new technology has
been put into use in small scale by many countries. Since the maturity level of the 5G
network’s techniques is continuously increasing, it is foreseeable that 5G network will replace
4G network in the following years. In the case of cloud game, integrating 5G network and
Edge computation with cloud game frame will make a significant improvement in the problem
of network delay.
References
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and Systems Support for Games (NetGames’12). IEEE, 2012.

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[8] Dai Jia-wei, Bai Guang-wei, et al. Performance analysis of cloud gaming in
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[9] Dowty M, Sugerman J. GPU virtualization on VMware’s hosted I/O architecture.


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[11] Chun-Ying Huang, Cheng-Hsin Hsu, et al. Gaming anywhere: an open cloud gaming
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[12] Lee, Kang Won, Ko, Bong Jun, Calo, Seraphin. Adaptive server selection for large
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