2021
DOI: 10.1007/s11554-021-01159-y
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A hybrid graphics/video rate control method based on graphical assets for cloud gaming

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Cited by 3 publications
(2 citation statements)
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References 34 publications
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“…Particular interest resides also on the reduction of the high throughput dependence, primarily by tasking the client with more than just simple video decoding, e.g., moving parts of the game logic or rendering process back to the client. Examples of these approaches can be found in [235]- [238]. Although, none of these approaches has been realized in a practical system yet, as they can impose drastic overhead or interfere with game design and development decisions.…”
Section: Network-related Aspectsmentioning
confidence: 99%
“…Particular interest resides also on the reduction of the high throughput dependence, primarily by tasking the client with more than just simple video decoding, e.g., moving parts of the game logic or rendering process back to the client. Examples of these approaches can be found in [235]- [238]. Although, none of these approaches has been realized in a practical system yet, as they can impose drastic overhead or interfere with game design and development decisions.…”
Section: Network-related Aspectsmentioning
confidence: 99%
“…In traditional Cloud Gaming (CG) [1], rendering is performed at the server side while in graphics streaming-based CG [2,3] all the frames are rendered at client side. As a compromise between these two methods, hybrid graphics/video streaming CG [4,5] has been proposed in which there is a potential for some frames to be rendered at client side. The latter two CG methods require to estimate the rendering time of each frame to make sure that the client device can handle the workload of the game for every frame that needs to be rendered at client side.…”
Section: Introductionmentioning
confidence: 99%