Adaptive GPU resource scheduling on virtualized servers in cloud gaming

  title={Adaptive GPU resource scheduling on virtualized servers in cloud gaming},
  author={Himanshu Yadav and B. Annappa},
  journal={2017 Conference on Information and Communication Technology (CICT)},
  • Himanshu Yadav, B. Annappa
  • Published 1 November 2017
  • Computer Science
  • 2017 Conference on Information and Communication Technology (CICT)
Cloud Gaming is a modern approach for providing high-quality gaming service to the user. Cloud Gaming renders the sophisticated game scene on powerful servers and streams the video in real-time to the thin clients. Cloud Based on-demand gaming provides an affordable and flexible solution to the users with limited computing resources and enables the gamer to play high-end graphic games on low-end thin clients without upgrading their existing system. Due to its advantages, it has attracted both… 

Figures and Tables from this paper

Enhancing Cloud Gaming User Experience through Docker Containers in Fog Nodes
Evaluation results has proved that fognode based gaming has minimized the latency and increased the performance of cloud gaming.
Cloud Gaming System in Docker Container Image
This paper explains how to improve the performance of the cloudGaming by initializing the cloud gaming package inside the containers which will allow the application to be more reliable by secularizing its resource allocation and increasing the overall performance ofThe cloud gaming system and makes it more reliable with utilizing less resource.
Perceptual model for adaptive local shading and refresh rate
This work proposes a new method for adaptive control of local shading and refresh rate based on the new content-adaptive metric of judder, aliasing, and blur, which is derived from the psychophysical models of contrast sensitivity.


On GPU pass-through performance for cloud gaming: Experiments and analysis
  • R. Shea, Jiangchuan Liu
  • Computer Science
    2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)
  • 2013
This paper presents a experimental study on the performance of real world gaming applications as well as ray-tracing applications with GPUs, and reveals the memory bottleneck in the pass through access, particularly for real-time gaming applications.
Cloud Gaming: Understanding the Support From Advanced Virtualization and Hardware
It is demonstrated that with the latest hardware and virtualization support, gaming over virtualized cloud can be made possible with careful optimization and integration of the different modules, and critical challenges toward full-fledged deployment of gaming services over the public virtualization cloud are highlighted.
vGASA: Adaptive Scheduling Algorithm of Virtualized GPU Resource in Cloud Gaming
As the virtualization technology for GPUs matures, cloud gaming has become an emerging application among cloud services. In addition to the poor default mechanisms of GPU resource sharing, the
A Survey on Cloud Gaming: Future of Computer Games
The latest cloud gaming research from different aspects are surveyed, spanning over cloud gaming platforms, optimization techniques, and commercial cloud gaming services.
Cloud gaming: architecture and performance
This article conducts a systematic analysis of state-of-the-art cloud gaming platforms, and highlights the uniqueness of their framework design, and measures their real world performance with different types of games, revealing critical challenges toward the widespread deployment of cloud gaming.
A hybrid edge-cloud architecture for reducing on-demand gaming latency
It is demonstrated through a large-scale measurement study that the existing cloud infrastructure is unable to meet the strict latency requirements necessary for acceptable on-demand game play, and the effectiveness of incorporating edge servers, which are servers located near end-users (e.g., CDN servers), to improve end-user coverage is investigated.
GamingAnywhere: an open cloud gaming system
The proposed GamingAnywhere can be employed for setting up cloud gaming testbeds, which, it is believed, will stimulate more research innovations on cloud gaming systems.
The brewing storm in cloud gaming: A measurement study on cloud to end-user latency
It is demonstrated through a large-scale measurement study that the current cloud computing infrastructure is unable to meet the strict latency requirements necessary for acceptable game play for many end-users, thus limiting the number of potential users for an on-demand gaming service.
On the Quality of Service of Cloud Gaming Systems
This paper proposes a suite of measurement techniques to evaluate the QoS of cloud gaming systems and shows that OnLive performs better, because it provides adaptable frame rates, better graphic quality, and shorter server processing delays, while consuming less network bandwidth.
Placing Virtual Machines to Optimize Cloud Gaming Experience
The proposed heuristic algorithms produce close-to-optimal solutions and scale to large cloud gaming services with 20,000 servers and 40,000 gamers, and outperform the state-of-the-art placement heuristic, e.g., by up to 3.5 times in terms of net profits.