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Towards bridging online game playing and live broadcasting: design and optimization

Published: 18 March 2015 Publication History

Abstract

Recent years have witnessed the emergence and growth of Cloud Gaming, where players interact with the remote game instance and receive rendered game scenes in video stream. Meanwhile, broadcasting and viewing games through live streaming platforms, e.g., Twitch.tv, have become increasingly popular. The interaction and performance of the many modules involved in this new generation of gaming and streaming platforms have yet to be closely investigated. In this paper, we present an initial experiment-based performance study, in which we profile the architecture of realworld gaming and streaming platforms, namely the Open Broadcast Software (OBS) module and its connection to the Twitch server. Our investigation shows that the recording operation can greatly increase the CPU utilization and the power consumption can increase over 60% on the game streaming computer. The use of advanced hardware encoding found on modern GPUs can greatly alleviate these performance issues. Yet, through profiling, we show that hardware encoding can introduce remarkable delays to the whole pipeline. We track this to a complicated interplay between the CPUs power saving methods and the implementation of hardware encoders.

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Cited By

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  • (2023)Gamification in Live Streaming Platform: A Systematic Literature Review2023 11th International Conference on Information and Communication Technology (ICoICT)10.1109/ICoICT58202.2023.10262457(569-574)Online publication date: 23-Aug-2023
  • (2022)Definitions of Esports: A Systematic Review and Thematic AnalysisProceedings of the ACM on Human-Computer Interaction10.1145/35494906:CHI PLAY(1-45)Online publication date: 31-Oct-2022
  • (2017)Cloud-Assisted Crowdsourced LivecastACM Transactions on Multimedia Computing, Communications, and Applications10.1145/309575513:3s(1-22)Online publication date: 14-Jul-2017
  • Show More Cited By

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  1. Towards bridging online game playing and live broadcasting: design and optimization

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    cover image ACM Conferences
    NOSSDAV '15: Proceedings of the 25th ACM Workshop on Network and Operating Systems Support for Digital Audio and Video
    March 2015
    83 pages
    ISBN:9781450333528
    DOI:10.1145/2736084
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 18 March 2015

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    Author Tags

    1. cloud gaming
    2. graphics processing unit

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    MMSys '15
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    MMSys '15: Multimedia Systems Conference 2015
    March 18 - 20, 2015
    Oregon, Portland

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    NOSSDAV '15 Paper Acceptance Rate 12 of 43 submissions, 28%;
    Overall Acceptance Rate 118 of 363 submissions, 33%

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    Cited By

    View all
    • (2023)Gamification in Live Streaming Platform: A Systematic Literature Review2023 11th International Conference on Information and Communication Technology (ICoICT)10.1109/ICoICT58202.2023.10262457(569-574)Online publication date: 23-Aug-2023
    • (2022)Definitions of Esports: A Systematic Review and Thematic AnalysisProceedings of the ACM on Human-Computer Interaction10.1145/35494906:CHI PLAY(1-45)Online publication date: 31-Oct-2022
    • (2017)Cloud-Assisted Crowdsourced LivecastACM Transactions on Multimedia Computing, Communications, and Applications10.1145/309575513:3s(1-22)Online publication date: 14-Jul-2017
    • (2017)Online Cloud Transcoding and Distribution for Crowdsourced Live Game Video StreamingIEEE Transactions on Circuits and Systems for Video Technology10.1109/TCSVT.2016.255658427:8(1777-1789)Online publication date: Aug-2017
    • (2017)Beyond the touch: Interaction-aware mobile gamecasting with gazing pattern predictionIEEE INFOCOM 2017 - IEEE Conference on Computer Communications10.1109/INFOCOM.2017.8057058(1-9)Online publication date: May-2017
    • (2016)A Survey on Cloud Gaming: Future of Computer GamesIEEE Access10.1109/ACCESS.2016.25905004(7605-7620)Online publication date: 2016
    • (2015)Segment-of-interest driven live game streamingProceedings of the 2015 International Workshop on Network and Systems Support for Games10.5555/2984075.2984084(1-6)Online publication date: 3-Dec-2015
    • (2015)Dissecting games enginesProceedings of the 2015 International Workshop on Network and Systems Support for Games10.5555/2984075.2984079(1-6)Online publication date: 3-Dec-2015
    • (2015)Segment-of-Interest driven live game streaming: Saving bandwidth without degrading experience2015 International Workshop on Network and Systems Support for Games (NetGames)10.1109/NetGames.2015.7382995(1-6)Online publication date: Dec-2015
    • (2015)Dissecting games engines: The case of Unity3D2015 International Workshop on Network and Systems Support for Games (NetGames)10.1109/NetGames.2015.7382990(1-6)Online publication date: Dec-2015

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