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Hauptverfasser: Heo, Jin, Wang, Vic, Bhardwaj, Ketan, Gavrilovska, Ada
Format: Preprint
Veröffentlicht: 2024
Schlagworte:
Online-Zugang:https://arxiv.org/abs/2412.19446
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author Heo, Jin
Wang, Vic
Bhardwaj, Ketan
Gavrilovska, Ada
author_facet Heo, Jin
Wang, Vic
Bhardwaj, Ketan
Gavrilovska, Ada
contents In distributed multimedia applications, content is often delivered to users in a degraded form due to network-induced lossy compression. Real-time and interactive use cases like cloud gaming, which render content on the fly, require low latency and are hosted at resource-constrained edge servers. We present a new insight: when rendered content is delivered over a network with lossy compression, high-quality rendering can be ineffective in improving user-perceived quality, leading to a poor return on computing resources. Leveraging this observation, we built Stimpack, a novel system that adaptively optimizes game rendering quality by balancing server-side rendering costs against user-perceived quality. The system uses a mechanism that quantifies the efficiency of resource usage to maximize overall system utility in multi-user scenarios. Our open-sourced implementation and extensive evaluations show that Stimpack achieves up to 24% higher service quality and serves twice as many users with the same resources compared to baselines. A user study further validates that Stimpack provides a measurably better user experience.
format Preprint
id arxiv_https___arxiv_org_abs_2412_19446
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Stimpack: An Adaptive Rendering Optimization System for Scalable Cloud Gaming
Heo, Jin
Wang, Vic
Bhardwaj, Ketan
Gavrilovska, Ada
Distributed, Parallel, and Cluster Computing
Emerging Technologies
Graphics
Multimedia
In distributed multimedia applications, content is often delivered to users in a degraded form due to network-induced lossy compression. Real-time and interactive use cases like cloud gaming, which render content on the fly, require low latency and are hosted at resource-constrained edge servers. We present a new insight: when rendered content is delivered over a network with lossy compression, high-quality rendering can be ineffective in improving user-perceived quality, leading to a poor return on computing resources. Leveraging this observation, we built Stimpack, a novel system that adaptively optimizes game rendering quality by balancing server-side rendering costs against user-perceived quality. The system uses a mechanism that quantifies the efficiency of resource usage to maximize overall system utility in multi-user scenarios. Our open-sourced implementation and extensive evaluations show that Stimpack achieves up to 24% higher service quality and serves twice as many users with the same resources compared to baselines. A user study further validates that Stimpack provides a measurably better user experience.
title Stimpack: An Adaptive Rendering Optimization System for Scalable Cloud Gaming
topic Distributed, Parallel, and Cluster Computing
Emerging Technologies
Graphics
Multimedia
url https://arxiv.org/abs/2412.19446