A Cloud Gaming Framework For Dynamic Graphical Rendering . - USENIX

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A Cloud Gaming Framework for Dynamic GraphicalRendering Towards Achieving Distributed Game EnginesJames Bulman, Peter GarraghanEvolving Distributed Systems LabLancaster University, UK

Video GamesWorld’s largest entertainment sector 143.5 billion in 2020Game engines use tightly-coupled subsystems Graphics, physics, AI, lighting, audio, etc Synchronize within the game loopAmbitious creativity - Quality of Experience Higher computation & hardware demands Game consoles, GPUs, VR, etc.Game ame CodeGraphical APIOperating SystemHardwareSwapBuffers

Cloud GamingCloud gaming exploits cloud resources providing Games as a Service Google Stadia, Microsoft Project xCloud Game executed in cloud VM with minor* modificationsBenefits Instant access to games without downloads Powerful hardware - higher quality experiences Cross-device accessVideo by Jordan Mechner, licensed under the Creative Commons Attribution-Share Alike 4.0 InternationalCloud VM

Research ProblemReliance on Cloud performance & dependability VM interference or failure Network volatility Inconsistent framerate, total service lossMonolithic game engine architectures Tightly-coupled subsystems Limited portability (OS, graphics API) Game per VM: “Equiv. game experience latency”Allow cloud-clientexecutionDistributed gamesubsystemsCloud VMUpdategame stateRendergame rClient deviceVideoVideoplayer

ObjectivesA Cloud Gaming Framework for Distributed Game EnginesFeatures Loose-coupling graphical renderer and game engine Dynamic cloud-client frame interlacing Graphical API hot-swappingAdvantages Platform and graphics API independence Tolerate against Cloud failure and network loss First distributed game engine designed for the cloud

OverviewCloudRend Leverages generic graphical commandsConverts these commands to API specific callsCloud-client renderingSupports Vulkan, OpenGLCloudRendOpenGLCloud VMCloudRendVulkanCloudRendGame Instance FrameInterlacingGraphicConverterRendererSelector

MitigationHotswapFrame InterlacingRun-time switching of Graphical APIs(Vulkan, OpenGL)Collaborative cloud-client rendering(based on network)OpenGLCloud VMCloud VMVulkanOpenGLCloud VM30 frames/s30 frames/s

ArchitectureGame ndInstance#2VulkanEncoderOpenGLEncoderCloud

CloudRendGame Model()TransmitCommand fers()vkCmdDrawIndexed()Read FramebufferScreenDecode FrameClientEncode FrameCloudRenderLightSetVulkanvkCmdPushConstants()

SetupSystem Cloud: i7-7700HQ, GTX 1050 GPU, Vulkan/OpenGL Client: Raspberry Pi 4, Quad Core Cortex-A72, OpenGL ES 3.0Variable latency wireless network (16 – 100 ms)Experiments Cloud-client frame interlacing (100-0% 0%-100%)Low: 500 vertices Graphical API hotswapping per frame 10,000 frame per run, frames per second (FPS), networkHigh: 200k vertices

Initial ResultsLow Vertices SceneFramerate (FPS)60High Vertices SceneTrade-off render complexityvs network latency40Higher consistent framerateswhen interlacing20Low network utilization 4 Mbps0Local25%Cloud50%Cloud75%CloudCloud

ConclusionsCloud gaming framework via distributed game engines Successful game distribution across cloud and client devices 33% performance gains, cloud latency vs. client computationVision Create fully-fledged cloud gaming framework and distributed game engines Cloud gaming in the homeFuture Work Network-aware power-aware frame interlacing System at scale – shared subsystems More decoupled subsystems – AI, collision detection, physics

ThanksContact James Bulman - j.bulman@lancaster.ac.uk Peter Garraghan - p.garraghan@lancaster.ac.ukEvolving Distributed Systems LabSchool of Computing & CommunicationsLancaster University, UK

Cloud gaming framework via distributed game engines Successful game distribution across cloud and client devices 33% performance gains, cloud latency vs. client computation Vision Create fully-fledged cloud gaming framework and distributed game engines Cloud gaming in the home Future Work Network-aware power-aware frame interlacing

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