DocumentCode
2058867
Title
Peer-to-peer support for low-latency Massively Multiplayer Online Games in the cloud
Author
Süselbeck, Richard ; Schiele, Gregor ; Becker, Christian
Author_Institution
Univ. Mannheim, Germany
fYear
2009
fDate
23-24 Nov. 2009
Firstpage
1
Lastpage
2
Abstract
Cloud gaming has recently been proposed as an alternative to traditional video game distribution. With this approach, the entire game is stored, run and rendered on a remote server. Player input is forwarded to the server via the Internet and the game´s output is returned as a video stream. This adds network delay, which can negatively impact the gameplay. The delay is acceptable as long as the user is located geographically close to the cloud servers. However, for Massively Multiplayer Online Games (MMOGs), this delay is added on top of the existing delay between MMOG client and server. As MMOGs are highly delay-sensitive, this can significantly degrade their playability. To deal with this issue, we propose to use peer-to-peer techniques to distribute the MMOG server functionality and place it at the cloud server centers. This allows us to reduce the additional delay introduced by running the MMOG clients in the cloud.
Keywords
Internet; computer games; file servers; peer-to-peer computing; video streaming; cloud gaming; cloud server centers; geographical location; low latency massively multiplayer online games; network delay; peer-to-peer support; remote server; video game distribution; video stream; Added delay; Clouds; Games; Hardware; Internet; Network servers; Peer to peer computing; Rendering (computer graphics); Streaming media; Web server;
fLanguage
English
Publisher
ieee
Conference_Titel
Network and Systems Support for Games (NetGames), 2009 8th Annual Workshop on
Conference_Location
Paris
Print_ISBN
978-1-4244-5603-1
Electronic_ISBN
978-1-4244-5604-8
Type
conf
DOI
10.1109/NETGAMES.2009.5446229
Filename
5446229
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