Journal of Computer Applications ›› 2019, Vol. 39 ›› Issue (7): 2001-2007.DOI: 10.11772/j.issn.1001-9081.2019010163

• Advanced computing • Previous Articles     Next Articles

Gaming@Edge: low latency cloud gaming system based on edge nodes

LIN Li, XIONG Jinbo, XIAO Ruliang, LIN Mingwei, CHEN Xiuhua   

  1. College of Mathematics and Informatics, Fujian Normal University, Fuzhou Fujian 350117, China
  • Received:2019-01-22 Revised:2019-03-25 Online:2019-07-10 Published:2019-04-15
  • Supported by:

    This work is partially supported by the National Natural Science Foundation of China (61502103,61872088,61872086), the Natural Science Foundation of Fujian Province (2017J01737), the Education Department Foundation of Fujian Province (JAT170140).

Gaming@Edge:基于边缘节点的低延迟云游戏系统

林立, 熊金波, 肖如良, 林铭炜, 陈秀华   

  1. 福建师范大学 数学与信息学院, 福州 350117
  • 通讯作者: 熊金波
  • 作者简介:林立(1982-),男,福建福州人,讲师,博士研究生,CCF会员,主要研究方向:云计算、边缘计算;熊金波(1981-),男,湖南益阳人,副教授,博士,CCF会员,主要研究方向:云计算安全;肖如良(1966-),男,湖南娄底人,教授,博士,CCF会员,主要研究方向:云计算、大数据分析。
  • 基金资助:

    国家自然科学基金资助项目(61502103,61872088,61872086);福建省自然科学基金资助项目(2017J01737);福建省教育厅A类资助项目(JAT170140)。

Abstract:

As a "killer" application in cloud computing, cloud gaming is leading the revolution of way of gaming. However, the high latency between the cloud and end devices hurts user experience. Aiming at the problem, a low latency cloud gaming system deployed on edge nodes, called Gaming@Edge, was proposed based on edge computing concept. To reduce the overhead of edge nodes for improving the concurrency, a cloud gaming running mechanism based on compressed graphics streaming, named GSGOD (Graphics Stream based Game-on-Demand), was implemented in Gaming@Edge system. The logic computing and rendering in the game running were separated and a computing fusion of edge nodes and end devices was built by GSGOD. Moreover, the network data transmission and latency were optimized through the mechanisms such as data caching, instruction pipeline processing and lazy object updating in GSGOD. The experimental results show that Gaming@Edge can reduce average network latency by 74% and increase concurrency of game instances by 4.3 times compared to traditional cloud gaming system.

Key words: cloud gaming, cloud computing, edge computing, video streaming, graphics streaming

摘要:

云游戏作为云计算的"杀手级"应用正在引领游戏运行方式的变革。然而,云端与终端设备之间较大的网络延迟影响了云游戏的用户体验,因此,提出一种基于边缘计算理念,部署在边缘节点之上的低延迟的云游戏框架——Gaming@Edge。为了降低边缘节点的计算负载以提升其并发能力,Gaming@Edge实现了一种基于压缩图形流的云游戏运行机制——GSGOD。GSGOD分离了游戏运行中的逻辑计算和画面渲染,实现了一种边+端的计算融合。此外,GSGOD还通过数据缓存、指令流水处理以及对象状态延迟更新等机制优化了云游戏的网络数据传输和系统延迟。实验结果表明,Gaming@Edge相比传统的云游戏系统能够降低平均74%的网络延迟,并提高4.3倍游戏实例并发能力。

关键词: 云游戏, 云计算, 边缘计算, 视频流, 图形流

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