DEVELOPMENT OF CLIENT APPLICAITON, DASHBOARD, AND HARDWARE SYSTEMS ON PROTOTYPE INFRASTRUCTURE FOR CLOUD GAMING APPLICATION WITH A SIMULATED 5G NETWORK USING ELECTRON, PROMETHEUS, AND GRAFANA
In today's digital era, the use of technology has significantly increased worldwide, including in Indonesia. This technological growth brings many benefits, but also negative impacts such as the rising amount of electronic waste produced. On the other hand, video game consumption in Indonesi...
Saved in:
Main Author: | |
---|---|
Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/82363 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | In today's digital era, the use of technology has significantly increased worldwide,
including in Indonesia. This technological growth brings many benefits, but also
negative impacts such as the rising amount of electronic waste produced. On the
other hand, video game consumption in Indonesia has also surged significantly.
This phenomenon presents a new challenge: the high cost of building and
assembling a gaming personal computer (PC) capable of running games with high
performance. Expensive computer components and rapid technological
advancements pose obstacles for many video game enthusiasts to enjoy an optimal
gaming experience.
This research aims to find alternative solutions for gaming that can address the
issues of electronic waste and the high cost of building gaming PCs. One proposed
solution is the utilization of cloud computing technology for gaming, known as
cloud gaming. Cloud gaming allows users to play graphically intensive games
without needing expensive and sophisticated hardware. Instead, the game
processing is done on cloud servers, while users only need a device with streaming
capabilities and a high-speed internet connection. Along with technological
advancements, 5G mobile technology has been developed, which can provide a
solution for high-speed internet connections, making cloud gaming services
running on 5G networks a promising alternative.
The methods used in this research include user needs analysis, evaluation of cloud
gaming performance on 5G networks, and a case study of cloud gaming service
implementation for multiple users. This approach began with data collection on
video game users across various platforms in Indonesia to understand their needs
and challenges. This data provides deep insights into the preferences, behaviors,
and technical obstacles faced by gamers in Indonesia. Subsequently, performance
tests of cloud gaming on 5G networks were conducted to measure latency,
connection stability (represented by frames per second or FPS), and the quality of
the graphics produced. This testing is crucial to ensure that the cloud gaming
service can deliver a smooth and satisfying gaming experience to users.
iv
The research also involves the development of an application, encompassing the
frontend subsystem, dashboard, and hardware, so that the existing cloud gaming
service can be developed into a ready-to-use service in the field. The integration of
each subsystem into a single integrated system in the form of a cloud gaming
application successfully demonstrated a good cloud gaming service model.
Usability testing of the application provided positive results, indicating that cloud
gaming applications can be an effective alternative gaming method if a 5G network
is available. The large bandwidth and low latency of the 5G network can address
the main issues in cloud gaming, namely lag and suboptimal graphics quality.
Furthermore, testing was conducted using a local 5G network with background
traffic to simulate a real network environment. The results showed that background
traffic did not significantly disrupt the user's network when using the cloud gaming
service. This indicates that the cloud gaming service can function well even under
non-ideal network conditions. Additionally, a service model was developed where
users gain access when making a request to the server, and the service is turned off
when not in use. This service model proved to be more efficient than each person
building their own gaming PC and can reduce the electronic waste produced. Thus,
cloud gaming supported by 5G networks is not only an economical and efficient
solution but also has the potential to contribute to environmental preservation by
reducing electronic waste. |
---|