Novel algorithms to measure motion and scene complexity are presented and then applied to over twenty- ve games from a range of game genres. Motion and Scene Complexity for Streaming Video Games Mark Claypool Computer Science & Interactive Media and Game Development Worcester Polytechnic Institute 100 Institute Rd, Worcester, MA 01609, USA ABSTRACT This work provides detailed measurements of the motion and scene complexity for a wide variety of video games. In fact, thin clients, there the local computer is This centralized model of computing allows a performance focus at a single location, the server, and enables user mobility and ubiquitous access for the clients. INTRODUCTION The growth in connectivity and capacity of today s computer networks have enabled new forms of distributed computing where data and processing on a remote machine is acted upon on a local machine. Preliminary performance measurements of current thin client systems are presented, evaluating the ef cacy of streaming video games in the context of the motion and scene complexity measurements provided. Direct comparisons of motion and scene complexity are made to traditional video, with differences highlighted in order to help thin client systems perform better when streaming video games. Motion and scene complexity for streaming video games Motion and scene complexity for streaming video games
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