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Conference Papers Year : 2013

Level of detail based network adapted synchronization for cloud gaming

Abstract

Video games are considered as a major arena of popular entertainment. They can include immersive actions, high visuals and hair-trigger responsiveness requiring devices with high performance e.g. console and dedicated PCs. With the arrival of cloud gaming, games can be hosted in a centralize server and access through the internet by thin client with modest capabilities. Cloud computing in game context has attracted significant attention due to its major characteristics of scalability, availability and computational power. However, current cloud gaming systems have very strong requirements in terms of bandwith and network resources. Thus, when used devices have little bandwith and/or people are located in area with limited network connectivity, they can not take advantage of these services. This paper presents an adaptation technique inspired by the level of detail (LoD) approach in 3D graphics. It is based on a cloud gaming paradigm in other to minimize the effect of poor network parameters (delay, loss, jitter) in order to enhance the game interactivity and improve the player quality of experience (QoE). A pilot experiment has been carried out to evaluate the approach through a proof of concept game. The pilot experiment shows that LoD based adaptation in cloud gaming allows enhancing the QoE.
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Dates and versions

lirmm-02148503 , version 1 (05-06-2019)

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Richard Ewelle Ewelle, Yannick Francillette, Ghulam Mahdi, Abdelkader Gouaich, Nadia Hocine. Level of detail based network adapted synchronization for cloud gaming. CGAMES 2013 - 18th International Conference on Computer Games, Jul 2013, Louisville, United States. pp.111-118, ⟨10.1109/CGames.2013.6632616⟩. ⟨lirmm-02148503⟩
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