Game On Demand Service: Architecture Proposal & Prototype
Authors
Heslegrave, Jais ; Justesen, Thomas
Term
1. term
Education
Publication year
2011
Submitted on
2011-01-03
Pages
60
Abstract
Game On Demand (GoD) er en tjeneste, der lader brugeren spille spil via en videostream, på samme måde som Video On Demand (VoD) lader brugeren se film. For at det virker, skal brugeren have en enhed, der kan gå på et IP-netværk (internettet), vise en videostrøm og hurtigt opfange og sende input fra f.eks. tastatur eller controller. En sådan tjeneste er interessant for både forbrugere og spiludviklere. Dette speciale fokuserer på netværksdelen af en GoD-tjeneste. Det foreslår en klient/server-arkitektur, hvor en central server og en brugerklient deler opgaverne, som grundlag for en mulig implementering. Specialet beskriver prototype-implementeringer af centrale komponenter i denne arkitektur og evaluerer deres ydeevne. Evalueringen peger på, at en GoD-tjeneste er mulig og realistisk. For at fungere godt kræves dog omfattende optimering af funktioner i alle dele af systemet. Selv kommercielle GoD-løsninger, der har været under udvikling i flere år, har stadig en mærkbar forsinkelse (latens).
Game On Demand (GoD) is a service that lets users play video games via a video stream, similar to how Video On Demand (VoD) lets users watch movies. To make this work, the user needs a device that can connect to an IP network (the internet), display a video stream, and quickly capture and send inputs from a keyboard or controller. Such a service is of interest to both consumers and game developers. This thesis focuses on the network side of a GoD service. It proposes a client/server architecture, where a central server and a user client split the work, as the basis for a possible implementation. The thesis describes prototype implementations of key components in this architecture and evaluates their performance. The evaluation indicates that a GoD service is both possible and plausible. However, to work well it requires extensive optimization across all parts of the system. Even commercial GoD services that exist today, after years of development, still suffer from noticeable delay (latency).
[This abstract was generated with the help of AI]
Keywords
Report ; Game ; Distributed Systems ; G@L ; Games at Large ; OnLive ; Game on Demand ; Cloud Gaming ; Architecture
Other projects by the authors
Heslegrave, Jais:
Justesen, Thomas:
