BACKEND SUBSYSTEM DEVELOPMENT AND REAL-TIME PERFORMANCE MONITORING SUBSYSTEM ON 5G CLOUD GAMING PROTOTYPE

With the increasing fidelity of games developed in recent years, the computer specifications required to play new games have also increased. The result of this escalation is the rising cost that users need to incur to play a game. Therefore, a system is needed to provide access to consumers who d...

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Main Author: Made Aditya Putra J.D., I
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/82257
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:82257
spelling id-itb.:822572024-07-07T03:58:25ZBACKEND SUBSYSTEM DEVELOPMENT AND REAL-TIME PERFORMANCE MONITORING SUBSYSTEM ON 5G CLOUD GAMING PROTOTYPE Made Aditya Putra J.D., I Indonesia Final Project Backend, Rest API, Cloud, Cloud Gaming INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/82257 With the increasing fidelity of games developed in recent years, the computer specifications required to play new games have also increased. The result of this escalation is the rising cost that users need to incur to play a game. Therefore, a system is needed to provide access to consumers who do not want to invest in a gaming PC, allowing them to use a remote PC for gaming. This system is called cloud gaming. The cloud gaming system to be designed will include several subsystems, namely the backend subsystem, automation subsystem, network subsystem, hardware subsystem, and finally the frontend subsystem, as well as client and server monitoring subsystems. The subsystems to be implemented in this document are the backend subsystem and the client monitoring subsystem. The backend subsystem will be implemented with a microservice architecture design where the API will be built using Golang. The database to be used is a relational database (PostgreSQL). VPN will be used for client-server connection implementation. For the client monitoring subsystem, Python will be used to monitor the load of the Moonlight application and cloud gaming QoS. From the implemented system, API performance results were obtained as expected with a maximum latency of 300 ms and throughput of 40 requests/s. Additionally, the API only needs to use two CPU threads with a total RAM of 1.5 GB to handle that load. As for the client monitoring subsystem, metrics for cloud gaming QoS obtained from Moonlight and application load from Moonlight, such as CPU usage, memory usage, and bandwidth, were successfully obtained in the testing. From the research, we can conclude that this Moonlight monitoring method has not yet been implemented in other studies. From the data obtained, for a client PC with specifications of 6 Core (12 Threads) CPU, 8 GB RAM, and Integrated Graphics, with a preset of 1080p60, CPU utilization of 3% (36% for Single Thread utilization) was obtained, RAM usage was 190 MB, with bandwidth usage of 2.5 Mbps (40 Mbps) for downspeed. The latency obtained was 1 ms (under normal conditions and conditions with 200 Mbps background traffic load) Keywords: Backend, Rest API, Cloud, Cloud Gaming. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description With the increasing fidelity of games developed in recent years, the computer specifications required to play new games have also increased. The result of this escalation is the rising cost that users need to incur to play a game. Therefore, a system is needed to provide access to consumers who do not want to invest in a gaming PC, allowing them to use a remote PC for gaming. This system is called cloud gaming. The cloud gaming system to be designed will include several subsystems, namely the backend subsystem, automation subsystem, network subsystem, hardware subsystem, and finally the frontend subsystem, as well as client and server monitoring subsystems. The subsystems to be implemented in this document are the backend subsystem and the client monitoring subsystem. The backend subsystem will be implemented with a microservice architecture design where the API will be built using Golang. The database to be used is a relational database (PostgreSQL). VPN will be used for client-server connection implementation. For the client monitoring subsystem, Python will be used to monitor the load of the Moonlight application and cloud gaming QoS. From the implemented system, API performance results were obtained as expected with a maximum latency of 300 ms and throughput of 40 requests/s. Additionally, the API only needs to use two CPU threads with a total RAM of 1.5 GB to handle that load. As for the client monitoring subsystem, metrics for cloud gaming QoS obtained from Moonlight and application load from Moonlight, such as CPU usage, memory usage, and bandwidth, were successfully obtained in the testing. From the research, we can conclude that this Moonlight monitoring method has not yet been implemented in other studies. From the data obtained, for a client PC with specifications of 6 Core (12 Threads) CPU, 8 GB RAM, and Integrated Graphics, with a preset of 1080p60, CPU utilization of 3% (36% for Single Thread utilization) was obtained, RAM usage was 190 MB, with bandwidth usage of 2.5 Mbps (40 Mbps) for downspeed. The latency obtained was 1 ms (under normal conditions and conditions with 200 Mbps background traffic load) Keywords: Backend, Rest API, Cloud, Cloud Gaming.
format Final Project
author Made Aditya Putra J.D., I
spellingShingle Made Aditya Putra J.D., I
BACKEND SUBSYSTEM DEVELOPMENT AND REAL-TIME PERFORMANCE MONITORING SUBSYSTEM ON 5G CLOUD GAMING PROTOTYPE
author_facet Made Aditya Putra J.D., I
author_sort Made Aditya Putra J.D., I
title BACKEND SUBSYSTEM DEVELOPMENT AND REAL-TIME PERFORMANCE MONITORING SUBSYSTEM ON 5G CLOUD GAMING PROTOTYPE
title_short BACKEND SUBSYSTEM DEVELOPMENT AND REAL-TIME PERFORMANCE MONITORING SUBSYSTEM ON 5G CLOUD GAMING PROTOTYPE
title_full BACKEND SUBSYSTEM DEVELOPMENT AND REAL-TIME PERFORMANCE MONITORING SUBSYSTEM ON 5G CLOUD GAMING PROTOTYPE
title_fullStr BACKEND SUBSYSTEM DEVELOPMENT AND REAL-TIME PERFORMANCE MONITORING SUBSYSTEM ON 5G CLOUD GAMING PROTOTYPE
title_full_unstemmed BACKEND SUBSYSTEM DEVELOPMENT AND REAL-TIME PERFORMANCE MONITORING SUBSYSTEM ON 5G CLOUD GAMING PROTOTYPE
title_sort backend subsystem development and real-time performance monitoring subsystem on 5g cloud gaming prototype
url https://digilib.itb.ac.id/gdl/view/82257
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