With the advent of 5G, supporting high-quality game streaming applications on edge devices has become a reality. This is evidenced by a recent surge in cloud gaming applications on mobile devices. In contrast to video streaming applications, interactive games require much more compute power for supporting improved rendering (such as 4K streaming) with the stipulated frames-per second (FPS) constraints. This in turn consumes more battery power in a power-constrained mobile device. Thus, the state-of-the-art gaming applications suffer from lower video quality (QoS) and/or energy efficiency. While there has been a plethora of recent works on optimizing game streaming applications, to our knowledge, there is no study that systematically investigates the design pairs on the end-to-end game streaming pipeline across the cloud, network, and edge devices to understand the individual contributions of the different stages of the pipeline for improving the overall QoS and energy efficiency. In this context, this paper presents a comprehensive performance and power analysis of the entire game streaming pipeline consisting of the server/cloud side, network, and edge. Through extensive measurements with a high-end workstation mimicking the cloud end, an open-source platform (Moonlight-GameStreaming) emulating the edge device/mobile platform, and two network settings (WiFi and 5G) we conduct a detailed measurement-based study with seven representative games with different characteristics. We characterize the performance in terms of frame latency, QoS, bitrate, and energy consumption for different stages of the gaming pipeline. Our study shows that the rendering stage and the encoding stage at the cloud end are the bottlenecks to support 4K streaming. While 5G is certainly more suitable for supporting enhanced video quality with 4K streaming, it is more expensive in terms of power consumption compared to WiFi. Further, fluctuations in 5G network quality can lead to huge frame drops thus affecting QoS, which needs to be addressed by a coordinated design between the edge device and the server. Finally, the network interface and the decoder units in a mobile platform need more energy-efficient design to support high quality games at a lower cost. These observations should help in designing more cost-effective future cloud gaming platforms.
more »
« less
This content will become publicly available on October 12, 2026
Adaptive Graphical Settings Optimization for Energy-Efficient Mobile 3D Rendering
The rapid growth of mobile gaming and streaming has intensified the demand for energy-efficient smartphones. Modern gaming and streaming applications rely on complex 3D rendering to provide an immersive user experience, which is a compute-intensive process. To address this energy challenge, this work analyzes the microarchitectural behavior of 3D rendering for a mobile game and explores adaptive graphical settings as a new approach to improving energy efficiency. We collect the energy, performance, and temperature of the System-on-Chip (SoC) and memory, along with microarchitectural data, from a Google Pixel 8a smartphone running the ``Boat Attack" benchmark to evaluate and understand its behavior. Subsequently, we analyze the results and devise a static graphics scaling approach to adapt to the application behavior. Experimental results show a 43\% reduction in energy consumption of the benchmark, while maintaining image similarity scores comparable to high settings.
more »
« less
- Award ID(s):
- 2244390
- PAR ID:
- 10679664
- Publisher / Repository:
- IEEE
- Date Published:
- ISBN:
- 979-8-3315-4917-6
- Page Range / eLocation ID:
- 516 to 519
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
Benchmarks that closely match the behavior of production workloads are crucial to design and provision computer systems. However, current approaches fall short: First, open-source benchmarks use public datasets that cause different behavior from production workloads. Second, blackbox workload cloning techniques generate synthetic code that imitates the target workload, but the resulting program fails to capture most workload characteristics, such as microarchitectural bottlenecks or time-varying behavior. Generating code that mimics a complex application is an extremely hard problem. Instead, we propose a different and easier approach to benchmark synthesis. Our key insight is that, for many production workloads, the program is publicly available or there is a reasonably similar open-source program. In this case, generating the right dataset is sufficient to produce an accurate benchmark. Based on this observation, we present Datamime, a profile-guided approach to generate representative benchmarks for production workloads. Datamime uses the performance profiles of a target workload to generate a dataset that, when used by a benchmark program, behaves very similarly to the target workload in terms of its microarchitectural characteristics. We evaluate Datamime on several datacenter workloads. Datamime generates synthetic benchmarks that closely match the microarchitectural features of these workloads, with a mean absolute percentage error of 3.2% on IPC. Microarchitectural behavior stays close across processor types. Finally, time-varying behaviors are also replicated, making these benchmarks useful to e.g. characterize and optimize tail latencymore » « less
-
Neural Radiance Field (NeRF) has emerged as a powerful technique for 3D scene representation due to its high rendering quality. Among its applications, mobile NeRF video-on-demand (VoD) is especially promising, beneting from both the scalability of the mobile devices and the immersive experience oered by NeRF. However, streaming NeRF videos over real-world networks presents signi cant challenges, particularly due to limited bandwidth and temporal dynamics. To address these challenges, we propose NeRFlow, a novel framework that enables adaptive streaming for NeRF videos through both bitrate and viewpoint adaptation. NeRFlow solves three fundamental problems: rst, it employs a rendering-adaptive pruning technique to determine voxel importance, selectively reducing data size without sacricing rendering quality. Second, it introduces a viewpoint-aware adaptation module that eciently compensates for uncovered regions in real time by combining preencoded master and sub-frames. Third, it incorporates a QoE-aware bitrate ladder generation framework, leveraging a genetic algorithm to optimize the number and conguration of bitrates while accounting for bandwidth dynamics and ABR algorithms. Through extensive experiments, NeRFlow is demonstrated to eectively improve user Quality of Experience (QoE) by 31.3% to 41.2%, making it an ecient solution for NeRF video streaming.more » « less
-
In Cloud 3D, such as Cloud Gaming and Cloud Virtual Reality (VR), image frames are rendered and compressed (encoded) in the cloud, and sent to the clients for users to view. For low latency and high image quality, fast, high compression rate, and high-quality image compression techniques are preferable. This paper explores computation time reduction techniques for learned image compression to make it more suitable for cloud 3D. More specifically, we employed slim (low-complexity) and application-specific AI models to reduce the computation time without degrading image quality. Our approach is based on two key insights: (1) as the frames generated by a 3D application are highly homogeneous, application-specific compression models can improve the rate-distortion performance over a general model; (2) many computer-generated frames from 3D applications are less complex than natural photos, which makes it feasible to reduce the model complexity to accelerate compression computation. We evaluated our models on six gaming image datasets. The results show that our approach has similar rate-distortion performance as a state-of-the-art learned image compression algorithm, while obtaining about 5x to 9x speedup and reducing the compression time to be less than 1 s (0.74s), bringing learned image compression closer to being viable for cloud 3D. Code is available at https://github.com/cloud-graphics-rendering/AppSpecificLIC.more » « less
-
Immersive virtual reality (VR) experiences require transmission and rendering of large-scale 3D content, often represented as point clouds or polygon meshes. Unfortunately, existing networked VR systems often fail to fully exploit the flexibility of VR data representations. To address this problem, we propose a cross-layer design that elevates a network data unit to a usable rendering unit for VR applications. Our aim is to bridge the gap between networks and applications in order to enhance visual quality, especially over constrained and variable networks. Our approach, Rendering Unit that is Network-aware (RUN), with two variants, RUN-Packet and RUN-Hybrid, includes mechanisms to effectively utilize network data units when encoding, transmitting, decoding, and rendering. Specifically, we develop additive detail refinement mechanisms and address streaming challenges such as head-of-line (HoL) blocking. We prototype our system in Unity 3D and evaluate it using synthetic network environments and real network traces. Our results with both static and dynamic point clouds demonstrate that RUN significantly reduces stalls and delivers smoother frame updates, enhancing visual quality.more » « less
An official website of the United States government
