Mobile Gaming Supported by the Gaming on the Edge Architecture
摘要
Traditional gaming platforms have been losing relevance with the growing in market share of mobile games. The processing of game logic and graphics using the device’s own hardware is a main aspect of the traditional gaming architecture. On the other hand, high input delay and high cost for the service provider are issues posed by cloud based architectures for remote gaming on smartphones. This implies constrained user QoE as well as variety and complexity limitations for games targeting these remote gaming platforms. Intending to address such issues, this work proposes an architecture called Gaming On The Edge (GOTE), that supports complex games to be played on mobile devices enabling the edge computing infrastructure to execute game’s graphics processing and content distribution. This work develops and tests a GOTE architecture’s proof of concept using WebRTC with RTP video streaming sessions, exploiting NVENC to pursue low latency at video encoding. Experimental results show that GOTE architecture is a viable alternative to cloud based remote gaming on smartphones at the advantage of lowering latency of video and game input.