Cloud-assisted rendering support for mobile online gaming (Part A)

Mobile online gaming has been gaining popularity in recent years. Mobile devices generally have very limited computing power. This project aims to reduce the computing requirements by offloading the workload to remote servers. This allows the traditional fat clients to be thinned down. This way, mob...

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Main Author: Pang, Jun Jie
Other Authors: Tang Xueyan
Format: Final Year Project
Language:English
Published: 2014
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Online Access:http://hdl.handle.net/10356/58942
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-589422023-03-03T20:43:15Z Cloud-assisted rendering support for mobile online gaming (Part A) Pang, Jun Jie Tang Xueyan School of Computer Engineering DRNTU::Engineering Mobile online gaming has been gaining popularity in recent years. Mobile devices generally have very limited computing power. This project aims to reduce the computing requirements by offloading the workload to remote servers. This allows the traditional fat clients to be thinned down. This way, mobile devices will be able to play high end games, eliminating software and hardware compatibility issues. The author’s part in this project focuses on the development of the customized client and server Virtual Network Computing (VNC) system. Traditional VNC viewers use remote frame buffer (rfb), which made use of “rectangular updates”. The protocol divides the display into smaller rectangles. Instead of rendering the entire frame, only affected parts of the frames (i.e. the smaller rectangles) are updated. This generally works well, however when majority of the frame requires updating, the rendering of the rectangles will appear to lag and stutter. This will result in a very bad user experience for gamers. In order to remove the stutters and the “boxy” updates arising from the rfb protocol of the VNC systems, the author replaced the traditional rfb protocol with a live video feed. Through integrating live video feed, the entire frame updates together. This will effectively eliminate the “boxy” updates and stutters of the traditional VNC viewer. The user experience will be akin to watching a video. The outcome of the project was successful to a certain extent, able to play non time critical games. The video stream delivered on average is behind the real time application by almost 2 seconds. Most of the limitation stems from the transmission protocol and the various levels of buffering. Further work can be done to minimize the buffering, speed up the encoding, and change the implementation to dedicated protocols like RTSP. Bachelor of Engineering (Computer Engineering) 2014-04-16T04:30:18Z 2014-04-16T04:30:18Z 2014 2014 Final Year Project (FYP) http://hdl.handle.net/10356/58942 en Nanyang Technological University 35 p. application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic DRNTU::Engineering
spellingShingle DRNTU::Engineering
Pang, Jun Jie
Cloud-assisted rendering support for mobile online gaming (Part A)
description Mobile online gaming has been gaining popularity in recent years. Mobile devices generally have very limited computing power. This project aims to reduce the computing requirements by offloading the workload to remote servers. This allows the traditional fat clients to be thinned down. This way, mobile devices will be able to play high end games, eliminating software and hardware compatibility issues. The author’s part in this project focuses on the development of the customized client and server Virtual Network Computing (VNC) system. Traditional VNC viewers use remote frame buffer (rfb), which made use of “rectangular updates”. The protocol divides the display into smaller rectangles. Instead of rendering the entire frame, only affected parts of the frames (i.e. the smaller rectangles) are updated. This generally works well, however when majority of the frame requires updating, the rendering of the rectangles will appear to lag and stutter. This will result in a very bad user experience for gamers. In order to remove the stutters and the “boxy” updates arising from the rfb protocol of the VNC systems, the author replaced the traditional rfb protocol with a live video feed. Through integrating live video feed, the entire frame updates together. This will effectively eliminate the “boxy” updates and stutters of the traditional VNC viewer. The user experience will be akin to watching a video. The outcome of the project was successful to a certain extent, able to play non time critical games. The video stream delivered on average is behind the real time application by almost 2 seconds. Most of the limitation stems from the transmission protocol and the various levels of buffering. Further work can be done to minimize the buffering, speed up the encoding, and change the implementation to dedicated protocols like RTSP.
author2 Tang Xueyan
author_facet Tang Xueyan
Pang, Jun Jie
format Final Year Project
author Pang, Jun Jie
author_sort Pang, Jun Jie
title Cloud-assisted rendering support for mobile online gaming (Part A)
title_short Cloud-assisted rendering support for mobile online gaming (Part A)
title_full Cloud-assisted rendering support for mobile online gaming (Part A)
title_fullStr Cloud-assisted rendering support for mobile online gaming (Part A)
title_full_unstemmed Cloud-assisted rendering support for mobile online gaming (Part A)
title_sort cloud-assisted rendering support for mobile online gaming (part a)
publishDate 2014
url http://hdl.handle.net/10356/58942
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