Vincent Chan Undergraduate Dissertation 2017/18
Cloud Development and Delivery of Computer Games and Implications for the Training Simulation Industry
Supervised by R.Taylor
Abstract
This paper explores the current market for Gaming as a Service and Games on Demand and reviews current literature that analyses the quality of experience and infrastructure involved in setting up networks for the Cloud Delivery of Computer Games. The market environment as a whole utilises video-streaming based delivery of games, so this project explores the demands of delivering gameplay via video-stream, the potential computational savings and the resulting tradeoffs. In terms of resource savings, a single instance of Virtual Battlespace 3 (by Bohemia Interactive Simulations) at a resolution of 1280*720 uses â 90% less GPU power and â75% less CPU power when streamed to a PC compared to running locally. Cost savings are possible but it depends on the particular use-cases of a client.
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