Abstract

Cloud gaming provides cloud computing-based game as a service. In this paper we describe the development of a virtual reality base gliding game as a proof-of-concept. In the cloud, a cloud gaming platform is hosted on cloud servers with two principal components: game logic engaged in the implementation of game mechanics and game interactions, and video renderer that generates the game frames in real-time. The virtual gliding game was realized in the Unity gaming engine. To ensure smooth playability, and access for remote players, the computationally-intensive parts of the game were offloaded to a physically remote cloud server. To analyze the efficiency of the client-cloud interaction, three cloud servers were setup. The results of cloudification were evaluated by measuring and comparing computation offloading performance, network traffic, the probability of service drop, perceptual quality and video quality.

Highlights

  • Cloud computing delivers an adaptable and practical approach for hosting and providing services over the Internet to remote end users on a large-scale [1]

  • The results show that the probability of service drop increases number of clients connected, and becomes larger than 0.5 if more than 20 remote clients are connected with the number of clients connected, and becomes larger than 0.5 if more than 20 remote clients are to the game cloud server

  • Cloud computing offers added value for games as it may supply physically remote especially relevant for the use of Virtual Reality (VR) games in mobile gaming, which is expected to graphics resources, which reduce theoffers load on mobile devices

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Summary

Introduction

Cloud computing delivers an adaptable and practical approach for hosting and providing services over the Internet to remote end users on a large-scale [1]. Cloud can be seen as a distributed computing system composed of a stack of interconnected and virtualized machines that are dynamically managed as affiliated resource(s) adhering to Service Level Agreements (SLA) between the cloud service provider (CSP) and cloud users [2]. Different models of cloud services exist, such as Software-as-a-Service (SaaS), Platform-as-a-Service (PaaS), Infrastructure-as-a-Service (IaaS), and Backend-as-a-Service (BaaS). The latter is a cloud computing service model that allows the game programmers to link their custom apps to cloud services by using Application Programming Interfaces (API) and Software. The main advantage of game clouding is in efficient exploitation of cloud resources to store and manage components of games, while decreasing workload at multiple and heterogeneous gamers’ devices and improving overall efficiency characteristics [5]. The combination of gamification and BaaS ushered in Game Backend as a Service

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