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Testing scalability of cloud gaming for multiplayer game
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
2018 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
##### Abstract [en]

Background. The rendering of games takes a lot of processing power and requires expensivehardware to be able to perform this task in a real-time with an acceptableframe-rate. Games often also require an anti-cheat system that require extrapower to be able to always verify that the game has not been modified. With the help ofgame streaming these disadvantages could be removed from the clients.

Objectives. The objective of this thesis is to create a game streaming server and client tosee if a game streaming server could scale with the amount of coresit has access to.

Methods. The research question will be answered using the implementation methodology, and an experiment will be conducted using that implementation. Two programs are implemented, the server program and the client program.The servers implement the management of clients, the game logic, the rendering and the compression. Each client can only be connected to one server and the server and its clients live inside of a game instance. Everyone that is connected to one server play on the same instance.The implementation is implemented in the D programming language, and it uses the ZLib and the SDL2 libraries as the building blocks.With all of these connected an experiment is designed where as many clients as possible connect to the server. With this data a plot is create in the result section.

Results. The output data shows that the implementation scale and a formula was made-up to match the scalability. The formula is $f(x) = 8 + 5x - 0.11x^2$.

Conclusions. The experiment was successful and showed that the game server successfully scaledbased on the number of cores that where allocated. It does not scale as good as expected,but it is still an success. The test results are limited as it was only tested on one setup. More research is needed to test it on more hardware and to be able find more optimized implementations.

2018. , p. 20
##### Keywords [en]
Cloud Gaming, Scalability, Network, Software Rendering
##### National Category
Computer Sciences
##### Identifiers
OAI: oai:DiVA.org:bth-16760DiVA, id: diva2:1231840
##### Subject / course
DV1478 Bachelor Thesis in Computer Science
##### Educational program
DVGSP Game Programming
##### Examiners
Available from: 2018-07-10 Created: 2018-07-09 Last updated: 2018-07-10Bibliographically approved

#### Open Access in DiVA

BTH2018Printzell(495 kB)1 downloads
##### File information
File name FULLTEXT02.pdfFile size 495 kBChecksum SHA-512
4aff69572f7cc63fc3143ace9e0128e11dbca92d3a8117cc451b3673273703890ce5881cda12143a207d2799d0309d5b9806505c35657b69d191936d8c299bc1
Type fulltextMimetype application/pdf
##### By organisation
Department of Computer Science and Engineering
##### On the subject
Computer Sciences

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CiteExportLink to record
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