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GamePipe: A Virtualized Cloud Platform Design and Performance Evaluation

Zhou Zhao, Kai Hwang, Jose Villeta
University of Southern California, Los Angeles, CA 90089 USA
ACM Third Workshop on Scientific Cloud Computing (ScienceCloud 2012), in conjunction with the ACM Symposium on High Performance Distributed Computing (HPDC), 2012

@article{zhao2012gamepipe,

   title={GamePipe: A Virtualized Cloud Platform Design and Performance Evaluation},

   author={Zhao, Zhou and Hwang, Kai and Villeta, Jose},

   year={2012}

}

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Cloud gaming provides game-on-demand (GoD) services over the Internet cloud. The goal is to achieve faster response time and higher QoS. The video game is rendered remotely on the game cloud and decoded on thin client devices such as tablet computer or smartphone. We design a game cloud with a virtualized cluster of CPU/GPU servers at USC GamePipe Laboratory. We enable interactive gaming by taking full advantage of the cloud and local resources for high quality of experience (QoE) gaming. We report preliminary performance results on the game latency and frame rate. We find 109 – 131 ms latency in using the game cloud, which is 14% – 38% lower than 200 ms latency experienced on a thin local computer. Moreover, the frame rate from the cloud is 25% – 35% higher than that of using a client computer alone. Base on these findings, we anticipate game cloud to have a performance gain or QoS improvement of 14% – 38% over video gaming on a thin client device such as a smartphone or a tablet computer.
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