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MPEG-4- based adaptive remote rendering for video games

This paper discusses a complete framework for remote rendering applied to video games, using the MPEG-4 standard. The framework includes the Kusanagi plug-in, the lobby server, and the MPEG-4 client. The paper also explores experimentation, optimization, user experience, and latency measurement and adaptation.

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MPEG-4- based adaptive remote rendering for video games

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  1. MPEG-4-based adaptive remoterendering for videogames Authors: N. Tizon, C.Moreno, M.Cernea, M.Preda Dept. ARTEMIS: http://www-artemis.it-sudparis.eu/ Contact: nicolas.tizon@it-sudparis.eu

  2. Outline • Remoterenderingapproaches • The Kusanagiframework • The Kusanagi plug-in • The lobby server • The MPEG-4 client • Experimentation and optimizations • User experience • Latencymeasurement and adaptation direction ou services <pied de page>

  3. Remoterenderingapproaches direction ou services <pied de page>

  4. Video streaming based solution ? • Six main families of solutions: direction ou services <pied de page>

  5. The Kusanagiframework • The Kusanagi plug-in • The lobby server • The MPEG-4 client direction ou services <pied de page>

  6. Architecture overview direction ou services <pied de page>

  7. Kusanagi plugin • From the 3D graphic application to the remotecontrolled software: • Image & Audio Capture • Interactivity commands between the client and the serverNet-input HTTP server • Audio and video data from server to client. RTSP server Send data to: IP_client Game + Stream Lib. Client Send data to: localhost Open: rtsp://IP_server/sdp_file direction ou services <pied de page>

  8. The lobby server • Interface between: • the users connected through the network, • the 3D graphic application, • the hardware components and/or third applications. • Resource manager: • the network interface for the userconnections and data transport, • the CPU and the graphic card for the rendering and the encoding, • the audio card for the audio mixing and capture. direction ou services <pied de page>

  9. The MPEG-4 client • Full multimedia player with networking, media,user interactions management: • MPEG-4 scene description language • H.264/AVC and RTP/RTSP • Standard solution => Cross platformapproach direction ou services <pied de page>

  10. Experimentation and optimizations • User experience • Latencymeasurement and adaptation direction ou services <pied de page>

  11. User experience • « Beta tests » approach (subjective evaluation) • Area: Parisian region, 53 users,1 month. • Point&click game => low constraint for the latency. • TRA (Theory of Reasoned Action, Fishbein and Ajen): 92%of positive attitude towards the Kusanagi service. • Improvements • Availability on different devices (TV, mobile phone). • People are sensitive to image quality and latency => adaptive video streaming. direction ou services <pied de page>

  12. Latencymeasurment • RTT(t) estimatedfrom RTCP receiver reports • Round Trip Time (RTT) estimation: • RTTi update: • RTT relative standard deviation: RSD = σ/µ • If RTT variability is low (RSD< RSDth) => RTT(t) ~ RTTi Intrinsic component, providedat the beginning by the lobby server (ping) Congestion based component Network infrastructure basedparameter (routers, transport channel..) Depends on usersactivity. => prone to adaptation direction ou services <pied de page>

  13. Bitrate adaptation RTTi update Qpincrease Qp factor adaptation when congestion isdetected Qpdecrease direction ou services <pied de page>

  14. Expirmental results: background • Testing conditions • Video encoding: VGA, 30fps, H.264 low latency encoding (no B-frames, CAVLC, no rate control buffering), (~5Mbps, 50dB) • Network: bandwidth and delay(RTT) monitoring • Algorithm parameters: α=0.1, β=1 and θ=0.9 • RTT measurments without adaptation (RTTi=20ms, 5Mbps) Peak bitrates > 5Mbps => Congestion => Playability not acceptable direction ou services <pied de page>

  15. Intrinsicdelay estimation • Measured RTT and PSNR (RTTi = 20ms and 80ms, bandwidth:5Mbps) 70s to discover the new RTTi value direction ou services <pied de page>

  16. Bitrateadaptation • Measured RTT and PSNR (RTTi = 20ms, bandwidth:2.5Mbps) 30s to reach a stable state: RTT=RTTi direction ou services <pied de page>

  17. Conclusions • A completeframework for remoterenderingapplied on videogames. • Three main modules: the Kusanagi plug-in, the lobby server, the MPEG-4 client. • Beta tests: need of more adaptability in order to improve the user QoE. • An efficient method to detect congestion based latency and to adapt the video bitrate adequately. • Futur works: • To optimize the resource sharing • To optimize video encoding with side information from the 3D engine. direction ou services <pied de page>

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