Trade-offs and challenges of cloud gaming in practise

RJ Grigg, R Hexel

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Abstract

Offering games in the cloud is something being realised by many operations, but still there are diverse challenges in conducting this successfully. Currently it is expected that graduating game development students will have at least one published game and a chance to experience the release phase and post-production aspects of game development. This led to the inspiration for a project to create the first University cloud games channel in an effort to stop our game development history being lost due to reasons such as storage media failure, along with providing an avenue for students to experience game release, operation and community management. A study evaluated various technologies and requirements from stake-holders. The criteria created was then used to identify the best approach to undertake and implement. The results includes the selection and development of the University games channel using an asset streaming solution in partnership with Uiomik. along with the supporting processes for games to be delivered to the platform. This solution makes use of specialised offline asset compression combined with asset streaming prediction. The game requires no installation and the performance of the caching of the game required to start playing was profiled and found to perform at an average of 29 percent of the total game size for our student games, that was then compared to the results of industry games that performed on average at 4 percent.

Original languageEnglish
Title of host publicationGAME'ON 2018, 19th conference on intelligent games and simulation
Place of PublicationBelgium
PublisherEUROSIS-ETI
Pages101-115
Number of pages16
Edition19
ISBN (Electronic)9789492859044
ISBN (Print)9789492859044
Publication statusPublished - 2018
EventGAME'ON 2018: 19th Conference on Intelligent Games and Simulation - Abertay University, Dundee, United Kingdom
Duration: 18 Sep 201820 Oct 2018

Publication series

Name19th International Conference on Intelligent Games and Simulation, GAME-ON 2018

Conference

ConferenceGAME'ON 2018
CountryUnited Kingdom
CityDundee
Period18/09/1820/10/18

Keywords

  • Cloud Game Engine Architecture
  • Cloud Gaming
  • File Streaming

Cite this

Grigg, RJ., & Hexel, R. (2018). Trade-offs and challenges of cloud gaming in practise. In GAME'ON 2018, 19th conference on intelligent games and simulation (19 ed., pp. 101-115). (19th International Conference on Intelligent Games and Simulation, GAME-ON 2018). Belgium: EUROSIS-ETI.
Grigg, RJ ; Hexel, R. / Trade-offs and challenges of cloud gaming in practise. GAME'ON 2018, 19th conference on intelligent games and simulation. 19. ed. Belgium : EUROSIS-ETI, 2018. pp. 101-115 (19th International Conference on Intelligent Games and Simulation, GAME-ON 2018).
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Grigg, RJ & Hexel, R 2018, Trade-offs and challenges of cloud gaming in practise. in GAME'ON 2018, 19th conference on intelligent games and simulation. 19 edn, 19th International Conference on Intelligent Games and Simulation, GAME-ON 2018, EUROSIS-ETI, Belgium, pp. 101-115, GAME'ON 2018, Dundee, United Kingdom, 18/09/18.

Trade-offs and challenges of cloud gaming in practise. / Grigg, RJ; Hexel, R.

GAME'ON 2018, 19th conference on intelligent games and simulation. 19. ed. Belgium : EUROSIS-ETI, 2018. p. 101-115 (19th International Conference on Intelligent Games and Simulation, GAME-ON 2018).

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

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Grigg RJ, Hexel R. Trade-offs and challenges of cloud gaming in practise. In GAME'ON 2018, 19th conference on intelligent games and simulation. 19 ed. Belgium: EUROSIS-ETI. 2018. p. 101-115. (19th International Conference on Intelligent Games and Simulation, GAME-ON 2018).