Abstract
In cloud gaming the game is rendered on a distant cloud server and the resulting video stream is sent back to the user who controls the game via a thin client. The high resource usage of cloud gaming servers is a challenge. Expensive hardware including GPUs have to be efficiently shared among multiple simultaneous users. The cloud servers use virtualization techniques to isolate users and share resources among dedicated servers. The traditional virtualization techniques can however inflict notable performance overhead limiting the user count for a single server. Operating-system-level virtualization instances known as containers are an emerging trend in cloud computing. Containers don't need to virtualize the entire operating system still providing most of the benefits of virtualization. In this paper, we evaluate the container-based alternative to traditional virtualization in cloud gaming systems through extensive experiments. We also discuss the differences needed in system implementation using the container approach and identify the existing limitations.
Original language | English |
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Title of host publication | Annual Workshop on Network and Systems Support for Games |
Publisher | IEEE |
Number of pages | 6 |
Volume | 2016-January |
ISBN (Electronic) | 978-1-5090-0068-5 |
DOIs | |
Publication status | Published - 13 Jan 2016 |
MoE publication type | A4 Conference publication |
Event | International Workshop on Network and Systems Support for Games - Zagreb, Croatia Duration: 3 Dec 2015 → 4 Dec 2015 |
Workshop
Workshop | International Workshop on Network and Systems Support for Games |
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Abbreviated title | NetGames |
Country/Territory | Croatia |
City | Zagreb |
Period | 03/12/2015 → 04/12/2015 |