TY - GEN
T1 - Optimizing next-generation cloud gaming platforms with planar map streaming and distributed rendering
AU - Wang, Pin Chun
AU - Ellis, Apollo I.
AU - Hart, John C.
AU - Hsu, Cheng Hsin
N1 - Publisher Copyright:
© 2017 IEEE.
PY - 2017/7/25
Y1 - 2017/7/25
N2 - We propose a new cloud gaming platform to address the limitations of the existing ones. We study the rendering pipeline of 2D planar maps, and convert it into the server and client pipelines. While doing so naturally gives us a distributed rendering platform, compressing 2D planar maps for transmission has never been studied in the literature. In this paper, we propose a compression component for 2D planar maps with several parametrized modules, where the optimal parameters are identified through real experiments. The resulting cloud gaming platform is evaluated through extensive experiments with diverse game scenes. The evaluation results are promising, compared to the state-of-the-art x265 codec, our platform: (i) achieves better perceptual video quality, by up to 0.14 in SSIM, (ii) runs fast, where the client pipeline takes ≤ 0.83 ms to render each frame, and (iii) scales well for ultra-high-resolution displays, as we observe no bitrate increase when moving from 720p to 1080p, 2K, and 4K displays. The study can be extended in several directions, e.g., we plan to leverage the temporal redundancy of the 2D planar maps, for even better performance.
AB - We propose a new cloud gaming platform to address the limitations of the existing ones. We study the rendering pipeline of 2D planar maps, and convert it into the server and client pipelines. While doing so naturally gives us a distributed rendering platform, compressing 2D planar maps for transmission has never been studied in the literature. In this paper, we propose a compression component for 2D planar maps with several parametrized modules, where the optimal parameters are identified through real experiments. The resulting cloud gaming platform is evaluated through extensive experiments with diverse game scenes. The evaluation results are promising, compared to the state-of-the-art x265 codec, our platform: (i) achieves better perceptual video quality, by up to 0.14 in SSIM, (ii) runs fast, where the client pipeline takes ≤ 0.83 ms to render each frame, and (iii) scales well for ultra-high-resolution displays, as we observe no bitrate increase when moving from 720p to 1080p, 2K, and 4K displays. The study can be extended in several directions, e.g., we plan to leverage the temporal redundancy of the 2D planar maps, for even better performance.
UR - https://www.scopus.com/pages/publications/85028504257
UR - https://www.scopus.com/pages/publications/85028504257#tab=citedBy
U2 - 10.1109/NetGames.2017.7991544
DO - 10.1109/NetGames.2017.7991544
M3 - Conference contribution
AN - SCOPUS:85028504257
T3 - Annual Workshop on Network and Systems Support for Games
SP - 25
EP - 30
BT - NetGames 2017 - 15th Annual Workshop on Network and Systems Support for Games
PB - IEEE Computer Society
T2 - 15th Annual Workshop on Network and Systems Support for Games, NetGames 2017
Y2 - 22 June 2017 through 23 June 2017
ER -