SlideShare a Scribd company logo
SuperStreamer: Enabling Progressive Content Streaming
in a Game Engine
Yong Xue Eu, Jermyn Tanu, Justin Jieting Law, Muhammad Hanif B Ghazali
Shuan Siang Tay, Wei Tsang Ooi, Anand Bhojan
School of Computing, National University of Singapore
bhojan@comp.nus.edu.sg
ABSTRACT
This technical demonstration presents the SuperStreamer project,
which enables progressive game assets streaming to players while
games are played, reducing the startup time required to download
and start playing a cloud-based game. SuperStreamer modifies a
popular game engine, Unreal Engine 4, to support developing and
playing games with progressive game asset streaming. With Su-
perStreamer, developers can mark the minimal set of files, con-
taining only the game content essential to start playing the game.
When a player plays the game, these minimal set of files will be
downloaded to the player’s device. SuperStreamer also generates
low resolution textures automatically when a developer publishes
a game, and these low resolution textures are transmitted first into
the game client. As players move through a game level, high qual-
ity textures required for the game will be downloaded. In our demo
game, we are able to decrease the time taken to startup and load the
first game level by around 30%.
1. INTRODUCTION
Cloud gaming is a form of on-demand service that allows players
to run a game of their choice as quickly as possible, with the game
content being streamed to the player from a remote server rather
than the player having the entire game already in their local drive.
Most game streaming services are now offering game streaming
through video streaming (or pixel streaming). The player uses a
client provided by the service to access the game. The game runs
on on a remote server and a video stream depicting the rendered
content of the game is streamed to the player. The client runs on
the player’s device, takes in his or her input, and sends it back to
the server where it is relayed into the game, effectively behaving as
if the player is in control of the game. This form of game streaming
allows the player to run high- end games on low-end devices, and
removes the need to download the game content onto the player’s
device before being able to play.
Real-time interactive games, however, requires low interaction
latency for the game to be playable. Various research recommends
a round trip latency of 50 ms for optimal player experience in first
person shooter games, a game genre that requires quick reflexes
Permission to make digital or hard copies of part or all of this work for personal or
classroom use is granted without fee provided that copies are not made or distributed
for profit or commercial advantage and that copies bear this notice and the full citation
on the first page. Copyrights for third-party components of this work must be honored.
For all other uses, contact the owner/author(s).
MM ’16 October 15-19, 2016, Amsterdam, Netherlands
© 2016 Copyright held by the owner/author(s).
ACM ISBN 978-1-4503-3603-1/16/10.
DOI: http://dx.doi.org/10.1145/2964284.2973827
and fast responses. This is a challenge faced by game streaming
services as they have to satisfy their customers by providing low la-
tency video streaming of games. To achieve low latency, companies
set up servers in various locations globally to cater to geographi-
cally distributed customers. The lack of an Internet infrastructure
that is good enough to entice gamers to try out cloud gaming is
speculated to be one of the reasons behind cloud gaming pioneer
OnLive’s recent demise.
1.1 Cloud Gaming through File Streaming
An alternative form of cloud game streaming has emerged since,
focusing on streaming the game content rather than the rendered
content [2, 3]. This form of streaming allows players to begin play-
ing the game as soon as a small subset of the game content has been
downloaded. Since the game runs locally on the player’s device,
this approach reduces the need for a low latency Internet connec-
tion, at the cost of requiring capable devices to run the game, since
the game’s processing is no longer offloaded to a remote server.
File streaming game services such as Spawnapps usually deter-
mine the minimal set of files required for the game to function to
create a small initial download package for the player, before pro-
ceeding to stream the remaining files on demand. The methods to
achieve file streaming in games are, however, proprietary, and thus
the benefits of this form of streaming cannot be shared with the
general public.
1.2 Our Solution: SuperStreamer
We set out to modify an existing open source game engine so that
developers can build games that can stream its files progressively,
giving players a relatively seamless gameplay experience without a
long download time. Choosing an open source game engine allows
others to learn from, and build on, what we have done. Integrating
file streaming into a game engine opens the possibility of making it
compatible for more games in the future.
Our solution, SuperStreamer, is a set of tools that will aid game
developers using Unreal Engine 4 to package and deploy their games
so that progressive file streaming will work off the bat for players
of the games. We are targeting single player games.
SuperStreamer is intended to be the first part of a two step ap-
proach to future cloud gaming technology, Gamelets [1]. At the
point of its conception, the client portion of SuperStreamer en-
abled games were to be stored and run on modified wireless access
points or micro-servers in the network (known as Gamelet nodes),
which in turn streams video (pixel streaming) to the resource lim-
ited clients few hops away. Gamelets system is a micro-cloud based
hybrid system that combines the benefits of both file streaming and
pixel streaming.
2. SYSTEM OVERVIEW
SuperStreamer consists of (i) a SuperStreamer server, (ii) a Su-
perStreamer client (not to be confused with game client), and (iii) a
game builder. The SuperStreamer server is essentially a web server
responsible for serving game files (referred to as assets from here
onwards) to the player. The SuperStreamer client is a modified,
lightweight, Unreal Engine client that is able to stream game assets
from the SuperStreamer Server. The game builder contains modi-
fications and additions to the Unreal Editor that aid in making the
published game ready for distribution to the SuperStreamer Server
and the player.
Full Game Client
Unreal Editor
+
Game Builder
Minimal Game Client
containing
SuperStreamer Client
SuperStreamer
Server
Game
Developer
Game
Player
uses plays
packages
uploaded to
packages streams files from
Figure 1: Users’ High Level Interactions with SuperStreamer
To build a game, a game developer uses the Unreal Engine editor
as per normal, except that they need to mark certain game assets as
essential. These are the asset that must be present before a player
can play the game. The developer then package the game for pub-
lishing using the game builder. The game builder generates lower
quality textures for non-essential game assets used in the game, and
include these in the game to be downloaded (initially) by the player.
The high quality version of the textures are uploaded to the Super-
Streamer server. It also generates asset mappings that will be used
by the Server to locate the correct assets to send to the player.
To play a game, the SuperStreamer client first downloads the
essential game files. Once all the files are loaded, the game is
launched, and as the game is played, the SuperStreamer client pre-
dicts the high-quality textures that will be needed and prefetches
them. Low quality version of the textures are rendered if the high
quality version is not downloaded in time.
To prefetch the game assets, we use a combination of distance-
based and frequency-based approach to prioritize which assets (i.e.,
high-quality textures) to download first. For distance-based ap-
proach, SuperStreamer periodically determine the distance of ob-
jects from the player current position, and assets that are closer are
given higher priority than those that are further away. Assets that
are referenced more times throughout the entire game are also given
higher priority than those that are less frequently referenced, since
the gain of downloading these assets are higher.
3. RESULTS
To evaluate the performance of the SuperStreamer Client, we
measure (i) the initial download size, which is the total file size of
the minimal set of files needed to run the game; (ii) the level load
time, which is the time taken before a level is loaded and playable
by the user.
We built a demo game using our modified version of Unreal En-
gine. Most assets (meshes and textures) were taken from the built-
in Starter Content as well as the free-to-use Infinity Blade Collec-
tion released by Epic Games. The demo game contained 873 tex-
tures, materials, and meshes. The first level to be loaded in this
game consists of 75 objects, with different textures on each object.
The objects were spread out across the level.
The SuperStreamer-enabled game’s initial download size is 139
MB compressed (434 MB uncompressed). At 1.5 MBps, it takes
92 secs to download the initial set of files. The level load time for
the first map is 234 seconds. Giving a total of 326 seconds before
the game can be played.
In constrast, the same game without using SuperStreamer has
an initial download size of 688 MB compressed (1340 MB uncom-
pressed), about 5 times larger. The level load time of the first map is
only 10 secs, but it takes 459 seconds to download all the game con-
tent, giving a total of 469 seconds before the game can be played.
Thus, in the case of our demo game, we achieve a 30% reduction
in game loading time.
Note that, players playing the SuperStreamer-enabled game may
see low-quality textures when the game starts playing and thus ex-
perience lower QoE compared to those playing the non-SuperStreamer
version. SuperStreamer, however, caches high quality game assets
that are downloaded. Thus, on the next launch of the game, play-
ers using the SuperStreamer-enabled game will likely have higher
QoE.
4. CONCLUSION
We present SuperStreamer, a system that enabled progressive
game asset streaming, with the goal of reducing game play startup
time for games that are served from the cloud. Our system uses and
modifies Unreal Engine 4, a popular commercial game engine, thus
making the SuperStreamer approach potentially available to a large
number of game developers.
Beyond this initial proof of concepts, we plan to improve upon
the asset prioritization algorithms, taking into consideration mul-
tiple players, the server load, the network condition, and the QoE
of players. We also plan to integrate SuperStreamer into Gamelets
micro-cloud environment to support low-latency video-based cloud
gaming.
5. ACKNOWLEDGMENT
This work is supported by Singapore Ministry of Education Aca-
demic Research Fund Tier 1 T1 251RES1506 “Cloud-based Multi-
user Interactive Virtual Environments”.
6. REFERENCES
[1] B. Anand and A. J. H. Edwin. Gamelets – multiplayer mobile
games with distributed micro-clouds. In The 7th International
Conference on Mobile Computing and Ubiquitous Networking
(ICMU), 2014, pages 14–20. IEEE, 2014.
[2] A. Jurgelionis, P. Fechteler, P. Eisert, F. Bellotti, H. David,
J.-P. Laulajainen, R. Carmichael, V. Poulopoulos, A. Laikari,
P. Perälä, et al. Platform for distributed 3D gaming.
International Journal of Computer Games Technology,
2009:1, 2009.
[3] L. Lin, X. Liao, G. Tan, H. Jin, X. Yang, W. Zhang, and B. Li.
LiveRender: A cloud gaming system based on compressed
graphics streaming. In Proceedings of the 22nd ACM
International Conference on Multimedia, pages 347–356.
ACM, 2014.

More Related Content

What's hot

Unreal Technology
Unreal TechnologyUnreal Technology
Unreal Technology
Mohammed Safwat
 
Replika Presentation
Replika PresentationReplika Presentation
Replika Presentation
bpatatas
 
Style & Design Principles 03 - Component-Based Entity Systems
Style & Design Principles 03 - Component-Based Entity SystemsStyle & Design Principles 03 - Component-Based Entity Systems
Style & Design Principles 03 - Component-Based Entity Systems
Nick Pruehs
 
Developing a Multiplayer RTS with the Unreal Engine 3
Developing a Multiplayer RTS with the Unreal Engine 3Developing a Multiplayer RTS with the Unreal Engine 3
Developing a Multiplayer RTS with the Unreal Engine 3
Nick Pruehs
 
School For Games 2015 - Unity Engine Basics
School For Games 2015 - Unity Engine BasicsSchool For Games 2015 - Unity Engine Basics
School For Games 2015 - Unity Engine Basics
Nick Pruehs
 
What Would Blizzard Do
What Would Blizzard DoWhat Would Blizzard Do
What Would Blizzard Do
Nick Pruehs
 
Steamworks Brochure2010
Steamworks Brochure2010Steamworks Brochure2010
Steamworks Brochure2010vosseycom
 
Monkey Rush Android Game
Monkey Rush Android GameMonkey Rush Android Game
Monkey Rush Android Game
Dinuka S.J Kuruppuarachchi
 
Kinect adventures
Kinect adventuresKinect adventures
Kinect adventuresAzam Khan
 
Mini Project- Game Hardware Development
Mini Project- Game Hardware DevelopmentMini Project- Game Hardware Development

What's hot (14)

Unreal Technology
Unreal TechnologyUnreal Technology
Unreal Technology
 
Replika Presentation
Replika PresentationReplika Presentation
Replika Presentation
 
Gaming partye
Gaming partyeGaming partye
Gaming partye
 
Style & Design Principles 03 - Component-Based Entity Systems
Style & Design Principles 03 - Component-Based Entity SystemsStyle & Design Principles 03 - Component-Based Entity Systems
Style & Design Principles 03 - Component-Based Entity Systems
 
Documentgame
DocumentgameDocumentgame
Documentgame
 
Developing a Multiplayer RTS with the Unreal Engine 3
Developing a Multiplayer RTS with the Unreal Engine 3Developing a Multiplayer RTS with the Unreal Engine 3
Developing a Multiplayer RTS with the Unreal Engine 3
 
School For Games 2015 - Unity Engine Basics
School For Games 2015 - Unity Engine BasicsSchool For Games 2015 - Unity Engine Basics
School For Games 2015 - Unity Engine Basics
 
What Would Blizzard Do
What Would Blizzard DoWhat Would Blizzard Do
What Would Blizzard Do
 
Steamworks Brochure2010
Steamworks Brochure2010Steamworks Brochure2010
Steamworks Brochure2010
 
Monkey Rush Android Game
Monkey Rush Android GameMonkey Rush Android Game
Monkey Rush Android Game
 
Xna for wp7
Xna for wp7Xna for wp7
Xna for wp7
 
Kinect adventures
Kinect adventuresKinect adventures
Kinect adventures
 
Mini Project- Game Hardware Development
Mini Project- Game Hardware DevelopmentMini Project- Game Hardware Development
Mini Project- Game Hardware Development
 
Readme
ReadmeReadme
Readme
 

Similar to SuperStreamer: Enabling Progressive Content Streaming in a Game Engine

Dedicated Game Servers
Dedicated Game ServersDedicated Game Servers
Dedicated Game Serverswebhostingguy
 
Galactic Wars XNA Game
Galactic Wars XNA GameGalactic Wars XNA Game
Galactic Wars XNA GameSohil Gupta
 
Initial design (Game Architecture)
Initial design (Game Architecture)Initial design (Game Architecture)
Initial design (Game Architecture)Rajkumar Pawar
 
Chapt 1 (part 2) installing the sdk and exploring the workspace
Chapt 1 (part 2)   installing the sdk and exploring the workspaceChapt 1 (part 2)   installing the sdk and exploring the workspace
Chapt 1 (part 2) installing the sdk and exploring the workspaceMuhd Basheer
 
Cloud gaming infrastructure in cloudretro.io
Cloud gaming infrastructure in cloudretro.ioCloud gaming infrastructure in cloudretro.io
Cloud gaming infrastructure in cloudretro.io
Th Nguy?n H?u
 
Introduction to Game Engine: Concepts & Components
Introduction to Game Engine: Concepts & ComponentsIntroduction to Game Engine: Concepts & Components
Introduction to Game Engine: Concepts & Components
Pouya Pournasir
 
Windows phone 7 xna
Windows phone 7 xnaWindows phone 7 xna
Windows phone 7 xnaGlen Gordon
 
DSC RNGPIT - Getting Started with Game Development Day 1
DSC RNGPIT - Getting Started with Game Development Day 1DSC RNGPIT - Getting Started with Game Development Day 1
DSC RNGPIT - Getting Started with Game Development Day 1
DeepMevada1
 
Ancient world online
Ancient world online Ancient world online
Ancient world online
SeifElDeen3
 
XNA and Windows Phone
XNA and Windows PhoneXNA and Windows Phone
XNA and Windows Phone
Glen Gordon
 
go-man API
go-man APIgo-man API
go-man API
Rob Baines
 
Multiplayer Networking Game
Multiplayer Networking GameMultiplayer Networking Game
Multiplayer Networking GameTanmay Krishna
 
98 374 Lesson 02-slides
98 374 Lesson 02-slides98 374 Lesson 02-slides
98 374 Lesson 02-slides
Tracie King
 
Project Report Tron Legacy
Project Report Tron LegacyProject Report Tron Legacy
Project Report Tron LegacyManpreet Singh
 
Street runner final
Street runner finalStreet runner final
Street runner final
Kumar Narayan
 
Untitled presentation (1) (1).pptx
Untitled presentation (1) (1).pptxUntitled presentation (1) (1).pptx
Untitled presentation (1) (1).pptx
sadamvidhyasagaryada
 
Mobile Cloud Computing for Games - Gamelet
Mobile Cloud Computing for Games - Gamelet Mobile Cloud Computing for Games - Gamelet
Mobile Cloud Computing for Games - Gamelet
Anand Bhojan
 
Building fast,scalable game server in node.js
Building fast,scalable game server in node.jsBuilding fast,scalable game server in node.js
Building fast,scalable game server in node.js
Xie ChengChao
 
Game engines and Their Influence in Game Design
Game engines and Their Influence in Game DesignGame engines and Their Influence in Game Design
Game engines and Their Influence in Game DesignPrashant Warrier
 

Similar to SuperStreamer: Enabling Progressive Content Streaming in a Game Engine (20)

Dedicated Game Servers
Dedicated Game ServersDedicated Game Servers
Dedicated Game Servers
 
Galactic Wars XNA Game
Galactic Wars XNA GameGalactic Wars XNA Game
Galactic Wars XNA Game
 
Initial design (Game Architecture)
Initial design (Game Architecture)Initial design (Game Architecture)
Initial design (Game Architecture)
 
Chapt 1 (part 2) installing the sdk and exploring the workspace
Chapt 1 (part 2)   installing the sdk and exploring the workspaceChapt 1 (part 2)   installing the sdk and exploring the workspace
Chapt 1 (part 2) installing the sdk and exploring the workspace
 
Cloud gaming infrastructure in cloudretro.io
Cloud gaming infrastructure in cloudretro.ioCloud gaming infrastructure in cloudretro.io
Cloud gaming infrastructure in cloudretro.io
 
Introduction to Game Engine: Concepts & Components
Introduction to Game Engine: Concepts & ComponentsIntroduction to Game Engine: Concepts & Components
Introduction to Game Engine: Concepts & Components
 
DS_Report
DS_ReportDS_Report
DS_Report
 
Windows phone 7 xna
Windows phone 7 xnaWindows phone 7 xna
Windows phone 7 xna
 
DSC RNGPIT - Getting Started with Game Development Day 1
DSC RNGPIT - Getting Started with Game Development Day 1DSC RNGPIT - Getting Started with Game Development Day 1
DSC RNGPIT - Getting Started with Game Development Day 1
 
Ancient world online
Ancient world online Ancient world online
Ancient world online
 
XNA and Windows Phone
XNA and Windows PhoneXNA and Windows Phone
XNA and Windows Phone
 
go-man API
go-man APIgo-man API
go-man API
 
Multiplayer Networking Game
Multiplayer Networking GameMultiplayer Networking Game
Multiplayer Networking Game
 
98 374 Lesson 02-slides
98 374 Lesson 02-slides98 374 Lesson 02-slides
98 374 Lesson 02-slides
 
Project Report Tron Legacy
Project Report Tron LegacyProject Report Tron Legacy
Project Report Tron Legacy
 
Street runner final
Street runner finalStreet runner final
Street runner final
 
Untitled presentation (1) (1).pptx
Untitled presentation (1) (1).pptxUntitled presentation (1) (1).pptx
Untitled presentation (1) (1).pptx
 
Mobile Cloud Computing for Games - Gamelet
Mobile Cloud Computing for Games - Gamelet Mobile Cloud Computing for Games - Gamelet
Mobile Cloud Computing for Games - Gamelet
 
Building fast,scalable game server in node.js
Building fast,scalable game server in node.jsBuilding fast,scalable game server in node.js
Building fast,scalable game server in node.js
 
Game engines and Their Influence in Game Design
Game engines and Their Influence in Game DesignGame engines and Their Influence in Game Design
Game engines and Their Influence in Game Design
 

More from Anand Bhojan

Metaverse - The 'Killer App' for 5G, 6G and Beyond
Metaverse - The 'Killer App' for 5G, 6G and BeyondMetaverse - The 'Killer App' for 5G, 6G and Beyond
Metaverse - The 'Killer App' for 5G, 6G and Beyond
Anand Bhojan
 
Multimedia Analytics with 5G Edge Nodes
Multimedia Analytics with 5G Edge NodesMultimedia Analytics with 5G Edge Nodes
Multimedia Analytics with 5G Edge Nodes
Anand Bhojan
 
Adaptive Video Content Manipulation for OLED Display Power Management
Adaptive Video Content Manipulation for OLED Display Power ManagementAdaptive Video Content Manipulation for OLED Display Power Management
Adaptive Video Content Manipulation for OLED Display Power Management
Anand Bhojan
 
CloudHide: Towards Latency Hiding Techniques for Thin-client Cloud Gaming
 CloudHide: Towards Latency Hiding Techniques for Thin-client Cloud Gaming  CloudHide: Towards Latency Hiding Techniques for Thin-client Cloud Gaming
CloudHide: Towards Latency Hiding Techniques for Thin-client Cloud Gaming
Anand Bhojan
 
Game balancing with ecosystem mechanism
Game balancing with ecosystem mechanismGame balancing with ecosystem mechanism
Game balancing with ecosystem mechanism
Anand Bhojan
 
Game Balancing with Ecosystem Mechanism
Game Balancing with Ecosystem MechanismGame Balancing with Ecosystem Mechanism
Game Balancing with Ecosystem Mechanism
Anand Bhojan
 
TIṬAL – Asynchronous multiplayer shooter with procedurally generated maps
TIṬAL – Asynchronous multiplayer shooter with procedurally generated mapsTIṬAL – Asynchronous multiplayer shooter with procedurally generated maps
TIṬAL – Asynchronous multiplayer shooter with procedurally generated maps
Anand Bhojan
 
Large-scale Media Processing on Cloud - Cloud Asia 2016 PANEL DISCUSSION
Large-scale Media Processing on Cloud - Cloud Asia 2016 PANEL DISCUSSIONLarge-scale Media Processing on Cloud - Cloud Asia 2016 PANEL DISCUSSION
Large-scale Media Processing on Cloud - Cloud Asia 2016 PANEL DISCUSSION
Anand Bhojan
 
Introduction to the Special issue on ‘‘Future trends in robotics and autonomo...
Introduction to the Special issue on ‘‘Future trends in robotics and autonomo...Introduction to the Special issue on ‘‘Future trends in robotics and autonomo...
Introduction to the Special issue on ‘‘Future trends in robotics and autonomo...
Anand Bhojan
 
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...
Anand Bhojan
 
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...
Anand Bhojan
 
mumble: Framework for Seamless Message Transfer on Smartphones
mumble: Framework for Seamless Message Transfer on Smartphonesmumble: Framework for Seamless Message Transfer on Smartphones
mumble: Framework for Seamless Message Transfer on Smartphones
Anand Bhojan
 
mumble: Framework for Seamless Message Transfer on Smartphones
mumble: Framework for Seamless Message Transfer on Smartphonesmumble: Framework for Seamless Message Transfer on Smartphones
mumble: Framework for Seamless Message Transfer on Smartphones
Anand Bhojan
 
Energy Efficient Multi-player Smartphone Gaming using 3D Spatial Subdivisioni...
Energy Efficient Multi-player Smartphone Gaming using 3D Spatial Subdivisioni...Energy Efficient Multi-player Smartphone Gaming using 3D Spatial Subdivisioni...
Energy Efficient Multi-player Smartphone Gaming using 3D Spatial Subdivisioni...
Anand Bhojan
 
ARENA - Dynamic Run-time Map Generation for Multiplayer Shooters [Full Text]
ARENA - Dynamic Run-time  Map Generation for Multiplayer Shooters [Full Text]ARENA - Dynamic Run-time  Map Generation for Multiplayer Shooters [Full Text]
ARENA - Dynamic Run-time Map Generation for Multiplayer Shooters [Full Text]
Anand Bhojan
 
PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games [Full T...
PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games [Full T...PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games [Full T...
PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games [Full T...
Anand Bhojan
 
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]
Anand Bhojan
 
Energy Efficient Mobile Applications with Mobile Cloud Computing ( MCC )
Energy Efficient Mobile Applications with Mobile Cloud Computing ( MCC )Energy Efficient Mobile Applications with Mobile Cloud Computing ( MCC )
Energy Efficient Mobile Applications with Mobile Cloud Computing ( MCC )
Anand Bhojan
 
ARENA - Dynamic Run-time Map Generation for Multiplayer Shooters
ARENA - Dynamic Run-time  Map Generation for Multiplayer ShootersARENA - Dynamic Run-time  Map Generation for Multiplayer Shooters
ARENA - Dynamic Run-time Map Generation for Multiplayer Shooters
Anand Bhojan
 
PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games
PARVAI - HVS Aware Adaptive Display Power Management for Mobile GamesPARVAI - HVS Aware Adaptive Display Power Management for Mobile Games
PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games
Anand Bhojan
 

More from Anand Bhojan (20)

Metaverse - The 'Killer App' for 5G, 6G and Beyond
Metaverse - The 'Killer App' for 5G, 6G and BeyondMetaverse - The 'Killer App' for 5G, 6G and Beyond
Metaverse - The 'Killer App' for 5G, 6G and Beyond
 
Multimedia Analytics with 5G Edge Nodes
Multimedia Analytics with 5G Edge NodesMultimedia Analytics with 5G Edge Nodes
Multimedia Analytics with 5G Edge Nodes
 
Adaptive Video Content Manipulation for OLED Display Power Management
Adaptive Video Content Manipulation for OLED Display Power ManagementAdaptive Video Content Manipulation for OLED Display Power Management
Adaptive Video Content Manipulation for OLED Display Power Management
 
CloudHide: Towards Latency Hiding Techniques for Thin-client Cloud Gaming
 CloudHide: Towards Latency Hiding Techniques for Thin-client Cloud Gaming  CloudHide: Towards Latency Hiding Techniques for Thin-client Cloud Gaming
CloudHide: Towards Latency Hiding Techniques for Thin-client Cloud Gaming
 
Game balancing with ecosystem mechanism
Game balancing with ecosystem mechanismGame balancing with ecosystem mechanism
Game balancing with ecosystem mechanism
 
Game Balancing with Ecosystem Mechanism
Game Balancing with Ecosystem MechanismGame Balancing with Ecosystem Mechanism
Game Balancing with Ecosystem Mechanism
 
TIṬAL – Asynchronous multiplayer shooter with procedurally generated maps
TIṬAL – Asynchronous multiplayer shooter with procedurally generated mapsTIṬAL – Asynchronous multiplayer shooter with procedurally generated maps
TIṬAL – Asynchronous multiplayer shooter with procedurally generated maps
 
Large-scale Media Processing on Cloud - Cloud Asia 2016 PANEL DISCUSSION
Large-scale Media Processing on Cloud - Cloud Asia 2016 PANEL DISCUSSIONLarge-scale Media Processing on Cloud - Cloud Asia 2016 PANEL DISCUSSION
Large-scale Media Processing on Cloud - Cloud Asia 2016 PANEL DISCUSSION
 
Introduction to the Special issue on ‘‘Future trends in robotics and autonomo...
Introduction to the Special issue on ‘‘Future trends in robotics and autonomo...Introduction to the Special issue on ‘‘Future trends in robotics and autonomo...
Introduction to the Special issue on ‘‘Future trends in robotics and autonomo...
 
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...
 
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...
 
mumble: Framework for Seamless Message Transfer on Smartphones
mumble: Framework for Seamless Message Transfer on Smartphonesmumble: Framework for Seamless Message Transfer on Smartphones
mumble: Framework for Seamless Message Transfer on Smartphones
 
mumble: Framework for Seamless Message Transfer on Smartphones
mumble: Framework for Seamless Message Transfer on Smartphonesmumble: Framework for Seamless Message Transfer on Smartphones
mumble: Framework for Seamless Message Transfer on Smartphones
 
Energy Efficient Multi-player Smartphone Gaming using 3D Spatial Subdivisioni...
Energy Efficient Multi-player Smartphone Gaming using 3D Spatial Subdivisioni...Energy Efficient Multi-player Smartphone Gaming using 3D Spatial Subdivisioni...
Energy Efficient Multi-player Smartphone Gaming using 3D Spatial Subdivisioni...
 
ARENA - Dynamic Run-time Map Generation for Multiplayer Shooters [Full Text]
ARENA - Dynamic Run-time  Map Generation for Multiplayer Shooters [Full Text]ARENA - Dynamic Run-time  Map Generation for Multiplayer Shooters [Full Text]
ARENA - Dynamic Run-time Map Generation for Multiplayer Shooters [Full Text]
 
PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games [Full T...
PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games [Full T...PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games [Full T...
PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games [Full T...
 
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]
 
Energy Efficient Mobile Applications with Mobile Cloud Computing ( MCC )
Energy Efficient Mobile Applications with Mobile Cloud Computing ( MCC )Energy Efficient Mobile Applications with Mobile Cloud Computing ( MCC )
Energy Efficient Mobile Applications with Mobile Cloud Computing ( MCC )
 
ARENA - Dynamic Run-time Map Generation for Multiplayer Shooters
ARENA - Dynamic Run-time  Map Generation for Multiplayer ShootersARENA - Dynamic Run-time  Map Generation for Multiplayer Shooters
ARENA - Dynamic Run-time Map Generation for Multiplayer Shooters
 
PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games
PARVAI - HVS Aware Adaptive Display Power Management for Mobile GamesPARVAI - HVS Aware Adaptive Display Power Management for Mobile Games
PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games
 

Recently uploaded

How to Position Your Globus Data Portal for Success Ten Good Practices
How to Position Your Globus Data Portal for Success Ten Good PracticesHow to Position Your Globus Data Portal for Success Ten Good Practices
How to Position Your Globus Data Portal for Success Ten Good Practices
Globus
 
How Does XfilesPro Ensure Security While Sharing Documents in Salesforce?
How Does XfilesPro Ensure Security While Sharing Documents in Salesforce?How Does XfilesPro Ensure Security While Sharing Documents in Salesforce?
How Does XfilesPro Ensure Security While Sharing Documents in Salesforce?
XfilesPro
 
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital TransformationWSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
WSO2
 
Webinar: Salesforce Document Management 2.0 - Smarter, Faster, Better
Webinar: Salesforce Document Management 2.0 - Smarter, Faster, BetterWebinar: Salesforce Document Management 2.0 - Smarter, Faster, Better
Webinar: Salesforce Document Management 2.0 - Smarter, Faster, Better
XfilesPro
 
Multiple Your Crypto Portfolio with the Innovative Features of Advanced Crypt...
Multiple Your Crypto Portfolio with the Innovative Features of Advanced Crypt...Multiple Your Crypto Portfolio with the Innovative Features of Advanced Crypt...
Multiple Your Crypto Portfolio with the Innovative Features of Advanced Crypt...
Hivelance Technology
 
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...
Juraj Vysvader
 
Cracking the code review at SpringIO 2024
Cracking the code review at SpringIO 2024Cracking the code review at SpringIO 2024
Cracking the code review at SpringIO 2024
Paco van Beckhoven
 
How Recreation Management Software Can Streamline Your Operations.pptx
How Recreation Management Software Can Streamline Your Operations.pptxHow Recreation Management Software Can Streamline Your Operations.pptx
How Recreation Management Software Can Streamline Your Operations.pptx
wottaspaceseo
 
Vitthal Shirke Microservices Resume Montevideo
Vitthal Shirke Microservices Resume MontevideoVitthal Shirke Microservices Resume Montevideo
Vitthal Shirke Microservices Resume Montevideo
Vitthal Shirke
 
Using IESVE for Room Loads Analysis - Australia & New Zealand
Using IESVE for Room Loads Analysis - Australia & New ZealandUsing IESVE for Room Loads Analysis - Australia & New Zealand
Using IESVE for Room Loads Analysis - Australia & New Zealand
IES VE
 
Lecture 1 Introduction to games development
Lecture 1 Introduction to games developmentLecture 1 Introduction to games development
Lecture 1 Introduction to games development
abdulrafaychaudhry
 
A Comprehensive Look at Generative AI in Retail App Testing.pdf
A Comprehensive Look at Generative AI in Retail App Testing.pdfA Comprehensive Look at Generative AI in Retail App Testing.pdf
A Comprehensive Look at Generative AI in Retail App Testing.pdf
kalichargn70th171
 
Software Testing Exam imp Ques Notes.pdf
Software Testing Exam imp Ques Notes.pdfSoftware Testing Exam imp Ques Notes.pdf
Software Testing Exam imp Ques Notes.pdf
MayankTawar1
 
Globus Compute wth IRI Workflows - GlobusWorld 2024
Globus Compute wth IRI Workflows - GlobusWorld 2024Globus Compute wth IRI Workflows - GlobusWorld 2024
Globus Compute wth IRI Workflows - GlobusWorld 2024
Globus
 
Into the Box 2024 - Keynote Day 2 Slides.pdf
Into the Box 2024 - Keynote Day 2 Slides.pdfInto the Box 2024 - Keynote Day 2 Slides.pdf
Into the Box 2024 - Keynote Day 2 Slides.pdf
Ortus Solutions, Corp
 
Globus Connect Server Deep Dive - GlobusWorld 2024
Globus Connect Server Deep Dive - GlobusWorld 2024Globus Connect Server Deep Dive - GlobusWorld 2024
Globus Connect Server Deep Dive - GlobusWorld 2024
Globus
 
Visitor Management System in India- Vizman.app
Visitor Management System in India- Vizman.appVisitor Management System in India- Vizman.app
Visitor Management System in India- Vizman.app
NaapbooksPrivateLimi
 
Enhancing Research Orchestration Capabilities at ORNL.pdf
Enhancing Research Orchestration Capabilities at ORNL.pdfEnhancing Research Orchestration Capabilities at ORNL.pdf
Enhancing Research Orchestration Capabilities at ORNL.pdf
Globus
 
Explore Modern SharePoint Templates for 2024
Explore Modern SharePoint Templates for 2024Explore Modern SharePoint Templates for 2024
Explore Modern SharePoint Templates for 2024
Sharepoint Designs
 
top nidhi software solution freedownload
top nidhi software solution freedownloadtop nidhi software solution freedownload
top nidhi software solution freedownload
vrstrong314
 

Recently uploaded (20)

How to Position Your Globus Data Portal for Success Ten Good Practices
How to Position Your Globus Data Portal for Success Ten Good PracticesHow to Position Your Globus Data Portal for Success Ten Good Practices
How to Position Your Globus Data Portal for Success Ten Good Practices
 
How Does XfilesPro Ensure Security While Sharing Documents in Salesforce?
How Does XfilesPro Ensure Security While Sharing Documents in Salesforce?How Does XfilesPro Ensure Security While Sharing Documents in Salesforce?
How Does XfilesPro Ensure Security While Sharing Documents in Salesforce?
 
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital TransformationWSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
 
Webinar: Salesforce Document Management 2.0 - Smarter, Faster, Better
Webinar: Salesforce Document Management 2.0 - Smarter, Faster, BetterWebinar: Salesforce Document Management 2.0 - Smarter, Faster, Better
Webinar: Salesforce Document Management 2.0 - Smarter, Faster, Better
 
Multiple Your Crypto Portfolio with the Innovative Features of Advanced Crypt...
Multiple Your Crypto Portfolio with the Innovative Features of Advanced Crypt...Multiple Your Crypto Portfolio with the Innovative Features of Advanced Crypt...
Multiple Your Crypto Portfolio with the Innovative Features of Advanced Crypt...
 
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...
 
Cracking the code review at SpringIO 2024
Cracking the code review at SpringIO 2024Cracking the code review at SpringIO 2024
Cracking the code review at SpringIO 2024
 
How Recreation Management Software Can Streamline Your Operations.pptx
How Recreation Management Software Can Streamline Your Operations.pptxHow Recreation Management Software Can Streamline Your Operations.pptx
How Recreation Management Software Can Streamline Your Operations.pptx
 
Vitthal Shirke Microservices Resume Montevideo
Vitthal Shirke Microservices Resume MontevideoVitthal Shirke Microservices Resume Montevideo
Vitthal Shirke Microservices Resume Montevideo
 
Using IESVE for Room Loads Analysis - Australia & New Zealand
Using IESVE for Room Loads Analysis - Australia & New ZealandUsing IESVE for Room Loads Analysis - Australia & New Zealand
Using IESVE for Room Loads Analysis - Australia & New Zealand
 
Lecture 1 Introduction to games development
Lecture 1 Introduction to games developmentLecture 1 Introduction to games development
Lecture 1 Introduction to games development
 
A Comprehensive Look at Generative AI in Retail App Testing.pdf
A Comprehensive Look at Generative AI in Retail App Testing.pdfA Comprehensive Look at Generative AI in Retail App Testing.pdf
A Comprehensive Look at Generative AI in Retail App Testing.pdf
 
Software Testing Exam imp Ques Notes.pdf
Software Testing Exam imp Ques Notes.pdfSoftware Testing Exam imp Ques Notes.pdf
Software Testing Exam imp Ques Notes.pdf
 
Globus Compute wth IRI Workflows - GlobusWorld 2024
Globus Compute wth IRI Workflows - GlobusWorld 2024Globus Compute wth IRI Workflows - GlobusWorld 2024
Globus Compute wth IRI Workflows - GlobusWorld 2024
 
Into the Box 2024 - Keynote Day 2 Slides.pdf
Into the Box 2024 - Keynote Day 2 Slides.pdfInto the Box 2024 - Keynote Day 2 Slides.pdf
Into the Box 2024 - Keynote Day 2 Slides.pdf
 
Globus Connect Server Deep Dive - GlobusWorld 2024
Globus Connect Server Deep Dive - GlobusWorld 2024Globus Connect Server Deep Dive - GlobusWorld 2024
Globus Connect Server Deep Dive - GlobusWorld 2024
 
Visitor Management System in India- Vizman.app
Visitor Management System in India- Vizman.appVisitor Management System in India- Vizman.app
Visitor Management System in India- Vizman.app
 
Enhancing Research Orchestration Capabilities at ORNL.pdf
Enhancing Research Orchestration Capabilities at ORNL.pdfEnhancing Research Orchestration Capabilities at ORNL.pdf
Enhancing Research Orchestration Capabilities at ORNL.pdf
 
Explore Modern SharePoint Templates for 2024
Explore Modern SharePoint Templates for 2024Explore Modern SharePoint Templates for 2024
Explore Modern SharePoint Templates for 2024
 
top nidhi software solution freedownload
top nidhi software solution freedownloadtop nidhi software solution freedownload
top nidhi software solution freedownload
 

SuperStreamer: Enabling Progressive Content Streaming in a Game Engine

  • 1. SuperStreamer: Enabling Progressive Content Streaming in a Game Engine Yong Xue Eu, Jermyn Tanu, Justin Jieting Law, Muhammad Hanif B Ghazali Shuan Siang Tay, Wei Tsang Ooi, Anand Bhojan School of Computing, National University of Singapore bhojan@comp.nus.edu.sg ABSTRACT This technical demonstration presents the SuperStreamer project, which enables progressive game assets streaming to players while games are played, reducing the startup time required to download and start playing a cloud-based game. SuperStreamer modifies a popular game engine, Unreal Engine 4, to support developing and playing games with progressive game asset streaming. With Su- perStreamer, developers can mark the minimal set of files, con- taining only the game content essential to start playing the game. When a player plays the game, these minimal set of files will be downloaded to the player’s device. SuperStreamer also generates low resolution textures automatically when a developer publishes a game, and these low resolution textures are transmitted first into the game client. As players move through a game level, high qual- ity textures required for the game will be downloaded. In our demo game, we are able to decrease the time taken to startup and load the first game level by around 30%. 1. INTRODUCTION Cloud gaming is a form of on-demand service that allows players to run a game of their choice as quickly as possible, with the game content being streamed to the player from a remote server rather than the player having the entire game already in their local drive. Most game streaming services are now offering game streaming through video streaming (or pixel streaming). The player uses a client provided by the service to access the game. The game runs on on a remote server and a video stream depicting the rendered content of the game is streamed to the player. The client runs on the player’s device, takes in his or her input, and sends it back to the server where it is relayed into the game, effectively behaving as if the player is in control of the game. This form of game streaming allows the player to run high- end games on low-end devices, and removes the need to download the game content onto the player’s device before being able to play. Real-time interactive games, however, requires low interaction latency for the game to be playable. Various research recommends a round trip latency of 50 ms for optimal player experience in first person shooter games, a game genre that requires quick reflexes Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). MM ’16 October 15-19, 2016, Amsterdam, Netherlands © 2016 Copyright held by the owner/author(s). ACM ISBN 978-1-4503-3603-1/16/10. DOI: http://dx.doi.org/10.1145/2964284.2973827 and fast responses. This is a challenge faced by game streaming services as they have to satisfy their customers by providing low la- tency video streaming of games. To achieve low latency, companies set up servers in various locations globally to cater to geographi- cally distributed customers. The lack of an Internet infrastructure that is good enough to entice gamers to try out cloud gaming is speculated to be one of the reasons behind cloud gaming pioneer OnLive’s recent demise. 1.1 Cloud Gaming through File Streaming An alternative form of cloud game streaming has emerged since, focusing on streaming the game content rather than the rendered content [2, 3]. This form of streaming allows players to begin play- ing the game as soon as a small subset of the game content has been downloaded. Since the game runs locally on the player’s device, this approach reduces the need for a low latency Internet connec- tion, at the cost of requiring capable devices to run the game, since the game’s processing is no longer offloaded to a remote server. File streaming game services such as Spawnapps usually deter- mine the minimal set of files required for the game to function to create a small initial download package for the player, before pro- ceeding to stream the remaining files on demand. The methods to achieve file streaming in games are, however, proprietary, and thus the benefits of this form of streaming cannot be shared with the general public. 1.2 Our Solution: SuperStreamer We set out to modify an existing open source game engine so that developers can build games that can stream its files progressively, giving players a relatively seamless gameplay experience without a long download time. Choosing an open source game engine allows others to learn from, and build on, what we have done. Integrating file streaming into a game engine opens the possibility of making it compatible for more games in the future. Our solution, SuperStreamer, is a set of tools that will aid game developers using Unreal Engine 4 to package and deploy their games so that progressive file streaming will work off the bat for players of the games. We are targeting single player games. SuperStreamer is intended to be the first part of a two step ap- proach to future cloud gaming technology, Gamelets [1]. At the point of its conception, the client portion of SuperStreamer en- abled games were to be stored and run on modified wireless access points or micro-servers in the network (known as Gamelet nodes), which in turn streams video (pixel streaming) to the resource lim- ited clients few hops away. Gamelets system is a micro-cloud based hybrid system that combines the benefits of both file streaming and pixel streaming.
  • 2. 2. SYSTEM OVERVIEW SuperStreamer consists of (i) a SuperStreamer server, (ii) a Su- perStreamer client (not to be confused with game client), and (iii) a game builder. The SuperStreamer server is essentially a web server responsible for serving game files (referred to as assets from here onwards) to the player. The SuperStreamer client is a modified, lightweight, Unreal Engine client that is able to stream game assets from the SuperStreamer Server. The game builder contains modi- fications and additions to the Unreal Editor that aid in making the published game ready for distribution to the SuperStreamer Server and the player. Full Game Client Unreal Editor + Game Builder Minimal Game Client containing SuperStreamer Client SuperStreamer Server Game Developer Game Player uses plays packages uploaded to packages streams files from Figure 1: Users’ High Level Interactions with SuperStreamer To build a game, a game developer uses the Unreal Engine editor as per normal, except that they need to mark certain game assets as essential. These are the asset that must be present before a player can play the game. The developer then package the game for pub- lishing using the game builder. The game builder generates lower quality textures for non-essential game assets used in the game, and include these in the game to be downloaded (initially) by the player. The high quality version of the textures are uploaded to the Super- Streamer server. It also generates asset mappings that will be used by the Server to locate the correct assets to send to the player. To play a game, the SuperStreamer client first downloads the essential game files. Once all the files are loaded, the game is launched, and as the game is played, the SuperStreamer client pre- dicts the high-quality textures that will be needed and prefetches them. Low quality version of the textures are rendered if the high quality version is not downloaded in time. To prefetch the game assets, we use a combination of distance- based and frequency-based approach to prioritize which assets (i.e., high-quality textures) to download first. For distance-based ap- proach, SuperStreamer periodically determine the distance of ob- jects from the player current position, and assets that are closer are given higher priority than those that are further away. Assets that are referenced more times throughout the entire game are also given higher priority than those that are less frequently referenced, since the gain of downloading these assets are higher. 3. RESULTS To evaluate the performance of the SuperStreamer Client, we measure (i) the initial download size, which is the total file size of the minimal set of files needed to run the game; (ii) the level load time, which is the time taken before a level is loaded and playable by the user. We built a demo game using our modified version of Unreal En- gine. Most assets (meshes and textures) were taken from the built- in Starter Content as well as the free-to-use Infinity Blade Collec- tion released by Epic Games. The demo game contained 873 tex- tures, materials, and meshes. The first level to be loaded in this game consists of 75 objects, with different textures on each object. The objects were spread out across the level. The SuperStreamer-enabled game’s initial download size is 139 MB compressed (434 MB uncompressed). At 1.5 MBps, it takes 92 secs to download the initial set of files. The level load time for the first map is 234 seconds. Giving a total of 326 seconds before the game can be played. In constrast, the same game without using SuperStreamer has an initial download size of 688 MB compressed (1340 MB uncom- pressed), about 5 times larger. The level load time of the first map is only 10 secs, but it takes 459 seconds to download all the game con- tent, giving a total of 469 seconds before the game can be played. Thus, in the case of our demo game, we achieve a 30% reduction in game loading time. Note that, players playing the SuperStreamer-enabled game may see low-quality textures when the game starts playing and thus ex- perience lower QoE compared to those playing the non-SuperStreamer version. SuperStreamer, however, caches high quality game assets that are downloaded. Thus, on the next launch of the game, play- ers using the SuperStreamer-enabled game will likely have higher QoE. 4. CONCLUSION We present SuperStreamer, a system that enabled progressive game asset streaming, with the goal of reducing game play startup time for games that are served from the cloud. Our system uses and modifies Unreal Engine 4, a popular commercial game engine, thus making the SuperStreamer approach potentially available to a large number of game developers. Beyond this initial proof of concepts, we plan to improve upon the asset prioritization algorithms, taking into consideration mul- tiple players, the server load, the network condition, and the QoE of players. We also plan to integrate SuperStreamer into Gamelets micro-cloud environment to support low-latency video-based cloud gaming. 5. ACKNOWLEDGMENT This work is supported by Singapore Ministry of Education Aca- demic Research Fund Tier 1 T1 251RES1506 “Cloud-based Multi- user Interactive Virtual Environments”. 6. REFERENCES [1] B. Anand and A. J. H. Edwin. Gamelets – multiplayer mobile games with distributed micro-clouds. In The 7th International Conference on Mobile Computing and Ubiquitous Networking (ICMU), 2014, pages 14–20. IEEE, 2014. [2] A. Jurgelionis, P. Fechteler, P. Eisert, F. Bellotti, H. David, J.-P. Laulajainen, R. Carmichael, V. Poulopoulos, A. Laikari, P. Perälä, et al. Platform for distributed 3D gaming. International Journal of Computer Games Technology, 2009:1, 2009. [3] L. Lin, X. Liao, G. Tan, H. Jin, X. Yang, W. Zhang, and B. Li. LiveRender: A cloud gaming system based on compressed graphics streaming. In Proceedings of the 22nd ACM International Conference on Multimedia, pages 347–356. ACM, 2014.