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+
CloudHide: Towards Latency
Hiding Techniques for Thin-
client Cloud Gaming
Bhojan Anand, Pan Wenren
School of Computing
National University of Singapore
ACM Multimedia, 23 OCT 2017, Mountain View, SFO, USA
+
✔
Cloud
Server
Cloud Gaming
Render
Capture
Encode
Stream
Render
Decode
Simulate StateKey/Mse
Thin
Client
+ Quality:
Better Graphics, Physics and AI
+ Maintenance:
Easy Upgrades/Patches
+ Security
Piracy is hard
Cheating is hard (multiplayer games)
In-game purchase hacks/frauds are hard
-- Latency
Network
Encoding/decoding
VM processing
-- Scalability
Server bandwidth
Processing
+ Parallel simulations of future
impulse events
Current State
Predicted States for Valid User Actions at the time
Possible
User Actions
Objective: Start the
response (eg. start a
jumping animation) to key-
press immediately.
Model with a simple 2-key (LEFT, RIGHT, NO-ACTION) game….
Client: Select frame
based on key-press.
+
Model with Ideal & Non-ideal Server
Ideal System
Tprocess << RTT
Ttransmit << RTT
eg. RTT :160ms
Frame time (FT) : 40 secs
Actions (A) : 3
Input Sampling rate: 40
89% response
delay
improvement
A0,A1,A2,A3
Frames
A4
A4
A4
Delayed local rendering…
- Reduces exp growth
- 1 FT: still 67% better
Handling NW Bandwidth:
- High similarity->high
compression ratio
Non-Ideal System
(server processing, client
processing, sever bandwidth)
Tprocess + Ttransmit <= FT
That is presented in our
paper. Let’s discuss!
Number Predicted Frames
• αRTT
• αNW-BW
• αGame Actions
• αProcessing
• α (1/latency-tolerance)
+
Thank you!
 FULL PAPER WILL BE AVAILABLE AT ACM DIGITAL LIBRARY
AFTER OCT 23RD, 2017.
Related Keywords:
Gamelets,
Superstreamer,
Cloudhide,
Cloud Game,
Procedural Content Generation,
Game AI,
Behaviour Modelling
Thank you!

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CloudHide: Towards Latency Hiding Techniques for Thin-client Cloud Gaming

  • 1. + CloudHide: Towards Latency Hiding Techniques for Thin- client Cloud Gaming Bhojan Anand, Pan Wenren School of Computing National University of Singapore ACM Multimedia, 23 OCT 2017, Mountain View, SFO, USA
  • 2. + ✔ Cloud Server Cloud Gaming Render Capture Encode Stream Render Decode Simulate StateKey/Mse Thin Client + Quality: Better Graphics, Physics and AI + Maintenance: Easy Upgrades/Patches + Security Piracy is hard Cheating is hard (multiplayer games) In-game purchase hacks/frauds are hard -- Latency Network Encoding/decoding VM processing -- Scalability Server bandwidth Processing
  • 3. + Parallel simulations of future impulse events Current State Predicted States for Valid User Actions at the time Possible User Actions Objective: Start the response (eg. start a jumping animation) to key- press immediately. Model with a simple 2-key (LEFT, RIGHT, NO-ACTION) game…. Client: Select frame based on key-press.
  • 4. + Model with Ideal & Non-ideal Server Ideal System Tprocess << RTT Ttransmit << RTT eg. RTT :160ms Frame time (FT) : 40 secs Actions (A) : 3 Input Sampling rate: 40 89% response delay improvement A0,A1,A2,A3 Frames A4 A4 A4 Delayed local rendering… - Reduces exp growth - 1 FT: still 67% better Handling NW Bandwidth: - High similarity->high compression ratio Non-Ideal System (server processing, client processing, sever bandwidth) Tprocess + Ttransmit <= FT That is presented in our paper. Let’s discuss! Number Predicted Frames • αRTT • αNW-BW • αGame Actions • αProcessing • α (1/latency-tolerance)
  • 5. + Thank you!  FULL PAPER WILL BE AVAILABLE AT ACM DIGITAL LIBRARY AFTER OCT 23RD, 2017. Related Keywords: Gamelets, Superstreamer, Cloudhide, Cloud Game, Procedural Content Generation, Game AI, Behaviour Modelling Thank you!

Editor's Notes

  1. Impulse events are sporadic eg. activation of items (changing direction of a car), firing a gun.