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An Architecture for 2D Game Streaming Using Multi-Layer Object Coding

Authors :
Esteban Walter Gonzales Clua
Diego Passos
Diego Cordeiro Barboza
Debora C. Muchaluat-Saad
Source :
SBGames
Publication Year :
2019
Publisher :
IEEE, 2019.

Abstract

Advances in cloud computing have enabled systems where the game logic and rendering are processed on a server and streamed to a thin client. Meanwhile, there are still many challenges to provide games through the cloud without latency issues. This work proposes a novel technique to reduce encoding times and bandwidth usage on cloud gaming systems. We propose LACES (LAyer Caching gamE Streaming), an API that separates 2D game objects into multiple layers and allows the cloud server to encode and stream only modified parts of the frame. Using our technique, we managed to reduce the encoding size on the server by 99,79% and the average streaming size to the client by 96%, with no changes to the video quality or resolution and with no noticeable user input delay.

Details

Database :
OpenAIRE
Journal :
2019 18th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)
Accession number :
edsair.doi...........24b133800df59dacd5a3d6970b94a96c
Full Text :
https://doi.org/10.1109/sbgames.2019.00019