Abstract
We present a framework that allows for simulating a cloud gaming architecture with any DirectX-based video game. The gamer’s screen is captured and compressed as a video stream using the VP8 codec and sent over the network using UDP. We use this framework to evaluate the influence of frame-rate and encoding bit-rate on the Quality of Experience, as perceived by a panel of human test subjects.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Ojala, Tyrvainen: Developing Cloud Business Models: A Case Study on Cloud Gaming. IEEE Software (2011)
Nave, D., et al.: Games@large graphics streaming architecture. In: Int. Symp. on Consumer Electronics (2008)
Wang: Modeling and characterizing user experience in a cloud server based mobile gaming approach. In: IEEE Global Telecomm. Conf. (2009)
Chen, Chang, Tseng, Huang, Lei: Measuring the latency of cloud gaming systems. ACM Multimedia (2011)
Jarschel, Schlosser, et al.: Gaming in the clouds: QoE and the users perspective. Mathematical and Computer Modelling (2011)
Jarschel, S., et al.: An Evaluation of QoE in Cloud Gaming Based on Subjective Tests. In: Int. Conf. on Innovative Mobile and Internet Services in Ubiquitous Computing (2011)
OnLive Technical FAQ. OnLive (retrieved July 17, 2010)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2012 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Franiak, A., Pitrey, Y., Czepa, C., Hlavacs, H. (2012). Streaming DirectX-Based Games on Windows. In: Nijholt, A., Romão, T., Reidsma, D. (eds) Advances in Computer Entertainment. ACE 2012. Lecture Notes in Computer Science, vol 7624. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-34292-9_41
Download citation
DOI: https://doi.org/10.1007/978-3-642-34292-9_41
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-34291-2
Online ISBN: 978-3-642-34292-9
eBook Packages: Computer ScienceComputer Science (R0)