Real-Time Neural-Enhancement for Online Cloud Gaming

Fuente: arXiv
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Hauptverfasser: Jiang, Shan, Han, Zhenhua, Tan, Haisheng, Jiang, Xinyang, Yang, Yifan, Zhang, Xiaoxi, Ni, Hongqiu, Yang, Yuqing, Li, Xiang-Yang
Format: Preprint
Veröffentlicht: 2025
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author Jiang, Shan
Han, Zhenhua
Tan, Haisheng
Jiang, Xinyang
Yang, Yifan
Zhang, Xiaoxi
Ni, Hongqiu
Yang, Yuqing
Li, Xiang-Yang
author_facet Jiang, Shan
Han, Zhenhua
Tan, Haisheng
Jiang, Xinyang
Yang, Yifan
Zhang, Xiaoxi
Ni, Hongqiu
Yang, Yuqing
Li, Xiang-Yang
contents Online Cloud gaming demands real-time, high-quality video transmission across variable wide-area networks (WANs). Neural-enhanced video transmission algorithms employing super-resolution (SR) for video quality enhancement have effectively challenged WAN environments. However, these SR-based methods require intensive fine-tuning for the whole video, making it infeasible in diverse online cloud gaming. To address this, we introduce River, a cloud gaming delivery framework designed based on the observation that video segment features in cloud gaming are typically repetitive and redundant. This permits a significant opportunity to reuse fine-tuned SR models, reducing the fine-tuning latency of minutes to query latency of milliseconds. To enable the idea, we design a practical system that addresses several challenges, such as model organization, online model scheduler, and transfer strategy. River first builds a content-aware encoder that fine-tunes SR models for diverse video segments and stores them in a lookup table. When delivering cloud gaming video streams online, River checks the video features and retrieves the most relevant SR models to enhance the frame quality. Meanwhile, if no existing SR model performs well enough for some video segments, River will further fine-tune new models and update the lookup table. Finally, to avoid the overhead of streaming model weight to the clients, River designs a prefetching strategy that predicts the models with the highest possibility of being retrieved. Our evaluation based on real video game streaming demonstrates River can reduce redundant training overhead by 44% and improve the Peak-Signal-to-Noise-Ratio by 1.81dB compared to the SOTA solutions. Practical deployment shows River meets real-time requirements, achieving approximately 720p 20fps on mobile devices.
format Preprint
id arxiv_https___arxiv_org_abs_2501_06880
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Real-Time Neural-Enhancement for Online Cloud Gaming
Jiang, Shan
Han, Zhenhua
Tan, Haisheng
Jiang, Xinyang
Yang, Yifan
Zhang, Xiaoxi
Ni, Hongqiu
Yang, Yuqing
Li, Xiang-Yang
Networking and Internet Architecture
Computer Vision and Pattern Recognition
Online Cloud gaming demands real-time, high-quality video transmission across variable wide-area networks (WANs). Neural-enhanced video transmission algorithms employing super-resolution (SR) for video quality enhancement have effectively challenged WAN environments. However, these SR-based methods require intensive fine-tuning for the whole video, making it infeasible in diverse online cloud gaming. To address this, we introduce River, a cloud gaming delivery framework designed based on the observation that video segment features in cloud gaming are typically repetitive and redundant. This permits a significant opportunity to reuse fine-tuned SR models, reducing the fine-tuning latency of minutes to query latency of milliseconds. To enable the idea, we design a practical system that addresses several challenges, such as model organization, online model scheduler, and transfer strategy. River first builds a content-aware encoder that fine-tunes SR models for diverse video segments and stores them in a lookup table. When delivering cloud gaming video streams online, River checks the video features and retrieves the most relevant SR models to enhance the frame quality. Meanwhile, if no existing SR model performs well enough for some video segments, River will further fine-tune new models and update the lookup table. Finally, to avoid the overhead of streaming model weight to the clients, River designs a prefetching strategy that predicts the models with the highest possibility of being retrieved. Our evaluation based on real video game streaming demonstrates River can reduce redundant training overhead by 44% and improve the Peak-Signal-to-Noise-Ratio by 1.81dB compared to the SOTA solutions. Practical deployment shows River meets real-time requirements, achieving approximately 720p 20fps on mobile devices.
title Real-Time Neural-Enhancement for Online Cloud Gaming
topic Networking and Internet Architecture
Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2501.06880