49th International Conference on Parallel Processing - ICPP 2020
DOI: 10.1145/3404397.3404463
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Rendering Server Allocation for MMORPG Players in Cloud Gaming

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Cited by 11 publications
(6 citation statements)
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“…Overall, 23 pieces of literature were selected to identify issues and challenges related to networking that currently affect cloud gaming. The identified issues and challenges are quality of service (QoS) and quality of experience (QoE) [17]- [21], latency [20], [22]- [30], bandwidth [20], [24], [26], [27], [31]- [33], delay [17], [23], [27], [31], [34]- [39], packet loss [17], [19], [22], [30], the cost of providing the service [31]- [33], complexity (video encoding, compression, and game content) [20], [34], [36], [38], and graphics quality [23], [34]- [36]. Figure 2 presents these issues and challenges along with the number of corresponding literature mainly cited to discuss them.…”
Section: The Issues and Challenges Related To Networking That Current...mentioning
confidence: 99%
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“…Overall, 23 pieces of literature were selected to identify issues and challenges related to networking that currently affect cloud gaming. The identified issues and challenges are quality of service (QoS) and quality of experience (QoE) [17]- [21], latency [20], [22]- [30], bandwidth [20], [24], [26], [27], [31]- [33], delay [17], [23], [27], [31], [34]- [39], packet loss [17], [19], [22], [30], the cost of providing the service [31]- [33], complexity (video encoding, compression, and game content) [20], [34], [36], [38], and graphics quality [23], [34]- [36]. Figure 2 presents these issues and challenges along with the number of corresponding literature mainly cited to discuss them.…”
Section: The Issues and Challenges Related To Networking That Current...mentioning
confidence: 99%
“…However, the latency may depend on the type of game genre. For example, Jaya et al [26] discussed that in a massively multiplayer online role-playing game (MMORPG) such as Diablo, a 100ms latency could be tolerable.…”
Section: Latencymentioning
confidence: 99%
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“…• We proposed and evaluated our online heuristic algorithm to solve the resource allocation problem. Our system architecture presented in this chapter is a further improvement of system architectures from the existing works on cloud gaming [3,50,51] in order to reduce cost on the cloud gaming service provider while increasing high playerbase coverage. As illustrated in Figure 5.1, a player can connect to either an edge-cloud RS pair or directly to a cloud RS.…”
Section: System Architecturementioning
confidence: 99%
“…The view independent rendering in an edge RS, denoted by V.I (Player) in Fig- By reusing the view independent rendering stage, the overall workload can be reduced [35]; hence, the cost is also reduced [50]. This rendering workload reuse and sharing only occurs in the cloud RSes because V.I.…”
Section: System Architecturementioning
confidence: 99%