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Adrenaline: Adaptive Rendering Optimization System for Scalable Cloud Gaming

Jin Heo, Ketan Bhardwaj, Ada Gavrilovska

TL;DR

Adrenaline tackles the scalability bottleneck of edge cloud gaming by adaptively adjusting per-user rendering quality (RQ) based on predicted user-side visual quality under given RQ and network compression (QP). It combines a VMAF-based quality predictor, a multi-user scoring mechanism, and a backoff stabilization strategy to maximize aggregate service quality while maintaining playable FPS. The approach yields up to 24% higher service quality and 2x more users served on the same GPU compared with baselines, demonstrated across multiple games and scenarios and complemented by a user study. Its open-source plugin and server-side runtime enable practical deployment and further optimization for scalable cloud gaming at the network edge.

Abstract

Cloud gaming requires a low-latency network connection, making it a prime candidate for being hosted at the network edge. However, an edge server is provisioned with a fixed compute capacity, causing an issue for multi-user service and resulting in users having to wait before they can play when the server is occupied. In this work, we present a new insight that when a user's network condition results in use of lossy compression, the end-to-end visual quality more degrades for frames of high rendering quality, wasting the server's computing resources. We leverage this observation to build Adrenaline, a new system which adaptively optimizes the game rendering qualities by considering the user-side visual quality and server-side rendering cost. The rendering quality optimization of Adrenaline is done via a scoring mechanism quantifying the effectiveness of server resource usage on the user-side gaming quality. Our open-sourced implementation of Adrenaline demonstrates easy integration with modern game engines. In our evaluations, Adrenaline achieves up to 24% higher service quality and 2x more users served with the same resource footprint compared to other baselines.

Adrenaline: Adaptive Rendering Optimization System for Scalable Cloud Gaming

TL;DR

Adrenaline tackles the scalability bottleneck of edge cloud gaming by adaptively adjusting per-user rendering quality (RQ) based on predicted user-side visual quality under given RQ and network compression (QP). It combines a VMAF-based quality predictor, a multi-user scoring mechanism, and a backoff stabilization strategy to maximize aggregate service quality while maintaining playable FPS. The approach yields up to 24% higher service quality and 2x more users served on the same GPU compared with baselines, demonstrated across multiple games and scenarios and complemented by a user study. Its open-source plugin and server-side runtime enable practical deployment and further optimization for scalable cloud gaming at the network edge.

Abstract

Cloud gaming requires a low-latency network connection, making it a prime candidate for being hosted at the network edge. However, an edge server is provisioned with a fixed compute capacity, causing an issue for multi-user service and resulting in users having to wait before they can play when the server is occupied. In this work, we present a new insight that when a user's network condition results in use of lossy compression, the end-to-end visual quality more degrades for frames of high rendering quality, wasting the server's computing resources. We leverage this observation to build Adrenaline, a new system which adaptively optimizes the game rendering qualities by considering the user-side visual quality and server-side rendering cost. The rendering quality optimization of Adrenaline is done via a scoring mechanism quantifying the effectiveness of server resource usage on the user-side gaming quality. Our open-sourced implementation of Adrenaline demonstrates easy integration with modern game engines. In our evaluations, Adrenaline achieves up to 24% higher service quality and 2x more users served with the same resource footprint compared to other baselines.
Paper Structure (27 sections, 7 equations, 13 figures, 5 tables, 1 algorithm)

This paper contains 27 sections, 7 equations, 13 figures, 5 tables, 1 algorithm.

Figures (13)

  • Figure 1: The screenshots of a sample game scene with different RQs and compression parameters of H.264 (QPs) corresponding to good and poor network conditions
  • Figure 2: General architecture of cloud gaming
  • Figure 3: The visualization of multi-application rendering on a GPU
  • Figure 4: The FPS and frame quality measurements of the scene in Figure \ref{['fig:motiv']} with different RQs and QPs
  • Figure 5: The architecture of Adrenaline
  • ...and 8 more figures