Cloud gaming requires a low-latency network connection, making it a prime candidate for being hosted at the network edge. However, an edge server is provisioned with a fixed compute capacity, causing an issue for multi-user service and resulting in users having to wait before they can play when the server is occupied. In this work, we present a new insight that when a user's network condition results in use of lossy compression, the end-to-end visual quality more degrades for frames of high rendering quality, wasting the server's computing resources. We leverage this observation to build Adrenaline, a new system which adaptively optimizes the game rendering qualities by considering the user-side visual quality and server-side rendering cost. The rendering quality optimization of Adrenaline is done via a scoring mechanism quantifying the effectiveness of server resource usage on the user-side gaming quality. Our open-sourced implementation of Adrenaline demonstrates easy integration with modern game engines. In our evaluations, Adrenaline achieves up to 24% higher service quality and 2x more users served with the same resource footprint compared to other baselines.
翻译:云游戏需要低延迟的网络连接,这使其成为部署在网络边缘的理想场景。然而,边缘服务器通常配备固定的计算能力,这给多用户服务带来了挑战:当服务器被占用时,用户必须等待才能开始游戏。本研究发现了一个新现象:当用户的网络条件导致使用有损压缩时,高渲染质量帧的端到端视觉质量会显著下降,从而浪费服务器的计算资源。基于这一观察,我们构建了Adrenaline系统,该系统通过综合考虑用户端视觉质量与服务器端渲染成本,自适应地优化游戏渲染质量。Adrenaline通过评分机制实现渲染质量优化,该机制量化了服务器资源使用对用户端游戏质量的影响效率。我们开源的Adrenaline实现表明其能轻松集成到现代游戏引擎中。评估结果显示,在相同资源条件下,与现有基线方法相比,Adrenaline可将服务质量提升高达24%,并使服务用户数量增加两倍。