MPEG-4- based adaptive remote rendering for video games

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MPEG-4-based adaptive remote rendering for video games Authors: N. Tizon, C.Moreno, M.Cernea, M.Preda Dept. ARTEMIS: http://www-artemis.it- sudparis.eu/ Contact: [email protected]

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MPEG-4- based adaptive remote rendering for video games. Authors : N. Tizon , C.Moreno , M.Cernea , M.Preda Dept . ARTEMIS: http://www-artemis.it-sudparis.eu/ Contact: [email protected]. Outline. Remote rendering approaches The Kusanagi framework The Kusanagi plug-in - PowerPoint PPT Presentation

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MPEG-4-based adaptive remote rendering for video games

Authors: N. Tizon, C.Moreno, M.Cernea, M.Preda

Dept. ARTEMIS: http://www-artemis.it-sudparis.eu/

Contact: [email protected]

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Outline

Remote rendering approaches

The Kusanagi framework• The Kusanagi plug-in• The lobby server• The MPEG-4 client

Experimentation and optimizations• User experience• Latency measurement and adaptation

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Remote rendering approaches

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Video streaming based solution ?

Six main families of solutions:

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Approach

Graphic Commands

2D Pixels

2D Primitives

3D Vectors

Simple 3D Object

Multiples 3D Objects

Thin Client

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High Quality

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LimitedBandwidth

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Constraint ConstantBitrate

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The Kusanagi framework

I. The Kusanagi plug-in

II. The lobby server

III. The MPEG-4 client

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Architecture overview

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Kusanagi plugin

From the 3D graphic application to the remote controlled software:• Image & Audio Capture• Interactivity commands between the client and the serverNet-input HTTP server

• Audio and video data from server to client.

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Game + Stream Lib. Client

Send data to: localhost

Open: rtsp://IP_server/sdp_file

RTSP server

Send data to: IP_client

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The lobby server

Interface between:• the users connected through the

network,• the 3D graphic application,• the hardware components and/or

third applications.

Resource manager:• the network interface for the user

connections and data transport,• the CPU and the graphic card for

the rendering and the encoding,• the audio card for the audio mixing and capture.

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The MPEG-4 client

Full multimedia player with networking, media,user interactions management:• MPEG-4 scene description language• H.264/AVC and RTP/RTSP

Standard solution => Cross platform approach

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Experimentation and optimizations

I. User experience

II. Latency measurement and adaptation

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User experience

« Beta tests » approach (subjective evaluation)• Area: Parisian region, 53 users,1 month.• Point&click game => low constraint for the latency.• TRA (Theory of Reasoned Action, Fishbein and Ajen): 92%

of positive attitude towards the Kusanagi service.

Improvements• Availability on different devices (TV, mobile phone).• People are sensitive to image quality and latency => adaptive

video streaming.

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Latency measurment

RTT(t) estimated from RTCP receiver reports Round Trip Time (RTT) estimation:

RTTi update: • RTT relative standard deviation: RSD = σ/µ

• If RTT variability is low (RSD< RSDth) => RTT(t) ~ RTTi

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)()( tRTTRTTtRTT ci

Intrinsic component, provided at the beginning by the lobby server (ping)

Congestion based component

Network infrastructure based parameter (routers, transport channel..)

Depends on users activity.=> prone to adaptation

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Bitrate adaptation

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RTTi update

Qp factor adaptation when congestion is detected

Qp increase

Qp decrease

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Expirmental results: background

Testing conditions• Video encoding: VGA, 30fps, H.264 low latency encoding (no B-

frames, CAVLC, no rate control buffering), (~5Mbps, 50dB)• Network: bandwidth and delay(RTT) monitoring • Algorithm parameters: α=0.1, β=1 and θ=0.9

RTT measurments without adaptation (RTTi=20ms, 5Mbps)

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200 pQ

Peak bitrates > 5Mbps => Congestion=> Playability not acceptable

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Intrinsic delay estimation

Measured RTT and PSNR (RTTi = 20ms and 80ms, bandwidth:5Mbps)

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70s to discover the new RTTi value

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Bitrate adaptation

Measured RTT and PSNR (RTTi = 20ms, bandwidth:2.5Mbps)

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30s to reach a stable state: RTT=RTTi

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Conclusions

A complete framework for remote rendering applied on video games.

Three main modules: the Kusanagi plug-in, the lobby server, the MPEG-4 client.

Beta tests: need of more adaptability in order to improve the user QoE.

An efficient method to detect congestion based latency and to adapt the video bitrate adequately.

Futur works:• To optimize the resource sharing• To optimize video encoding with side information from the 3D engine.

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