A Hybrid Game Contents Streaming Method: Improving Graphic Quality Delivered on Cloud Gaming

Abstract : The emerging Cloud Gaming Service provides highly accessible video gaming experience. However, in term of the gaming quality, Cloud Gaming is not competitive to rival with traditional gaming because of network constraints. Especially, 3D game contents streamed as encoded video sequence is suitable in a network environment, but the resulted lower graphic quality may not meet client’s demand. Therefore, we propose a Hybrid-Streaming System that aims at improving graphic quality delivered on Cloud Gaming. By utilizing available rendering power from both Cloud Server and client’s PC, the system distributes rendering operations to both sides to achieve the desired improvement. Quantitative results show the improvement of graphic quality from the proposed method, as well as reducing server’s workload and attaining acceptable network bandwidth consumption.
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Communication dans un congrès
Günter Wallner; Simone Kriglstein; Helmut Hlavacs; Rainer Malaka; Artur Lugmayr; Hyun-Seung Yang. 15th International Conference on Entertainment Computing (ICEC), Sep 2016, Wien, Austria. Springer International Publishing, Lecture Notes in Computer Science, LNCS-9926, pp.149-160, 2016, Entertainment Computing - ICEC 2016. 〈10.1007/978-3-319-46100-7_13〉
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Kar-Long Chan, Kohei Ichikawa, Yasuhiro Watashiba, Uthayopas Putchong, Hajimu Iida. A Hybrid Game Contents Streaming Method: Improving Graphic Quality Delivered on Cloud Gaming. Günter Wallner; Simone Kriglstein; Helmut Hlavacs; Rainer Malaka; Artur Lugmayr; Hyun-Seung Yang. 15th International Conference on Entertainment Computing (ICEC), Sep 2016, Wien, Austria. Springer International Publishing, Lecture Notes in Computer Science, LNCS-9926, pp.149-160, 2016, Entertainment Computing - ICEC 2016. 〈10.1007/978-3-319-46100-7_13〉. 〈hal-01640289〉

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