Research Article
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Edge Computing for Computer Games by Offloading Physics Computation

Year 2023, Volume: 10 Issue: 3, 310 - 326, 29.09.2023
https://doi.org/10.54287/gujsa.1338594

Abstract

Realistic graphics and smooth experience in computer games come with the cost of increased computational requirements on the end-user devices. Emerging Cloud Gaming that enables executing the games on thin devices comes with its disadvantages such as susceptibility to network latency and the incurred cloud computing cost for the game service provider. The monolithic architecture of the game engines also presents an issue for cloud gaming where scaling efficiency in the cloud turns out to be limited. This paper proposes using edge computing principles to offload a subset of the local computations executed by games to a nearby edge server typically assigned for gaming applications. Specifically, we focus on physics computations since depending on the number of objects and their interactions modes this part may have considerable computational cost. In order to demonstrate the effectiveness of our approach we developed an edge gaming framework called Edge Physics Simulation (EPS) using the open-source game engine Bevy and the Rapier physics engine. We come up with an experiment setup in which a game scene with a high number of objects is executed using both standard local computation approach and using the proposed EPS method. In the experiments up to 8000 objects of varying shape complexities are employed to trigger significant computational load due to the collision detection process. Assessment metrics used are average physics computation time, resource consumption of local device and, the breakdown of the physics duration into its critical components such network time, simulation time and compression time. Our results show that EPS significantly reduces physics time compared to local execution. For the highest number of objects 75% reduction in physics computation time is reported where breakdown of physics time is further analyzed.

Supporting Institution

T.C. Cumhurbaşkanlığı Strateji ve Bütçe Başkanlığı

Project Number

2007K12-873

Thanks

This work is supported by the Turkish Directorate of Strategy and Budget under the TAM Project number 2007K12-873.

References

  • Bevy (2023). A refreshingly simple data-driven game engine built in Rust, Free and Open Source Forever. (Accessed:15/06/2023) URL:https://bevyengine.org/
  • Bevy Rapier (2023). Official Rapier plugin for the Bevy game engine. (Accessed:15/06/2023) URL:https://github.com/dimforge/bevy_rapier
  • Bhojan, A., Ng, S. P., Ng, J., & Ooi, W. T. (2020). CloudyGame: Enabling cloud gaming on the edge with dynamic asset streaming and shared game instances. Multimedia Tools and Applications, 79(43-44), 32503-32523. doi:10.1007/s11042-020-09612-z
  • Bullet (2023). Real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning. (Accessed:10/08/2023) URL:https://github.com/bulletphysics/bullet3
  • Bulman, J., & Garraghan, P. (2020). A Cloud Gaming Framework for Dynamic Graphical Rendering Towards Achieving Distributed Game Engines. In: Proceedings of the 12th USENIX Workshop on Hot Topics in Cloud Computing (HotCloud 20), Virtual Event.
  • Cao, K., Liu Y., Meng G. & Sun, Q. (2020). An Overview on Edge Computing Research. IEEE Access, 8, 85714-85728. doi:10.1109/ACCESS.2020.2991734
  • Cao, T., Jin, Y., Hu, X., Zhang, S., Qian, Z., Ye, B., & Lu, S. (2022). Adaptive provisioning for mobile cloud gaming at edges. Computer Networks, 205, 108704. doi:10.1016/j.comnet.2021.108704
  • Chen, H., Zhang, X., Xu, Y., Ren, J., Fan, J., Ma, Z., & Zhang, W. (2019). T-Gaming: A Cost-Efficient Cloud Gaming System at Scale. IEEE Transactions on Parallel and Distributed Systems, 30(12), 2849-2865. doi:10.1109/TPDS.2019.2922205
  • Cruz, P., Achir, N., & Viana, A. C. (2022). On the Edge of the Deployment: A Survey on Multi-access Edge Computing. ACM Computing Surveys, 55(5), 1-34. doi:10.1145/3529758
  • CryEngine (2023). The complete solution for next generation game development by Crytek. (Accessed:10/08/2023) URL:https://www.cryengine.com/
  • Danevičius, E., Maskeliūnas, R., Damaševičius, R., Połap, D., & Woźniak, M (2018). A Soft Body Physics Simulator with Computational Offloading to the Cloud. Information, 9(12), 318. doi:10.3390/info9120318
  • Deutsch, P. (1996, May). DEFLATE Compressed Data Format Specification version 1.3. Network Working Group. (Accessed:10/08/2023) URL:https://www.ietf.org/rfc/rfc1951.txt
  • Efe, A., & Önal, E. (2020). ONLINE Game Security: A Case Study of an MMO Strategy Game. Gazi University Journal of Science Part A: Engineering and Innovation, 7(2), 43-57.
  • Godot (2023). Free and open source 2D and 3D game engine. (Accessed:31/07/2023) URL:https://godotengine.org/
  • Gregory, J. (2018). Game Engine Architecture. CRC Press.
  • Artuñedo Guillen, D., Sayadi, B., Bisson, P., Wary, J. P., Lonsethagen, H., Antón, C., de la Oliva, A., Kaloxylos, A., & Frascolla, V. (2020). Edge computing for 5G networks - white paper. Zenodo. doi:10.5281/zenodo.3698117
  • Hatledal, L. I., Chu, Y., Styve, A., & Zhang, H. (2021). Vico: An entity-component-system based co-simulation framework. Simulation Modelling Practice and Theory, 108, 102243. doi:10.1016/j.simpat.2020.102243
  • Havok (2023). Havok Physics, Make game worlds real. (Accessed:10/08/2023) URL:https://www.havok.com/havok-physics/
  • Huang, C.-Y., Chen, K.-T., Chen, D.-Y., Hsu, H.-J., & Hsu, C.-H. (2014). GamingAnywhere: The first open source cloud gaming system. ACM Transactions on Multimedia Computing, Communications, and Applications, 10(1s), 10. doi:10.1145/2537855
  • Maggiorini, D., Ripamonti, L. A., Zanon, E., Bujari, A., & Palazzi, C. E. (2016). SMASH: A distributed game engine architecture. In: IEEE Symposium on Computers and Communication (ISCC 2016), (pp. 196-201), Messina.
  • Mazzuca, L. (2022). Distributed Cloud Gaming Pipeline. MSc Thesis, Universidad Complutense de Madrid.
  • Mehrabi, A, Siekkinen, M., Kämäräinen, T., & yl¨-J¨¨ski, A. (2021). Multi-Tier CloudVR: Leveraging Edge Computing in Remote Rendered Virtual Reality. TrACM Transactions on Multimedia Computing, Communications, and Applications, 17(2), 49. doi:10.1145/3429441
  • Messaoudi, F., Ksentini, A., & Simon, G. (2015). Dissecting games engines: The case of Unity3D. In: International Workshop on Network and Systems Support for Games (NetGames 2015), (pp. 1-6), Zagreb.
  • Messaoudi, F., Ksentini, A., & Bertin, P. (2018). Toward a Mobile Gaming Based-Computation Offloading. In: IEEE International Conference on Communications (ICC 2018), (pp. 1-7), Kansas City.
  • Nagle, J. (1984). Congestion Control in IP/TCP Internetworks. Network Working Group. (Accessed:10/08/2023) URL:https://datatracker.ietf.org/doc/html/rfc896
  • Nowak, T. W., Sepczuk, M., Kotulski, Z., Niewolski, W., Artych, R., Bocianiak, K., Osko, T., & Wary, J.-P. (2021). Verticals in 5G MEC-Use Cases and Security Challenges. IEEE Access, 9, 87251-87298. doi:10.1109/ACCESS.2021.3088374
  • Nyamtiga, B. W., Hermawan, A. A., Luckyarno, Y. F., Kim, T.-W., Jung, D.-Y., Kwak, J. S., & Yun, J.-H. (2022). Edge-Computing-Assisted Virtual Reality Computation Offloading: An Empirical Study. IEEE Access, 10, 95892-95907. doi:10.1109/ACCESS.2022.3205120
  • OpenGL (2023). The Industry's Foundation for High Performance Graphics. (Accessed:15/06/2023) URL:https://www.opengl.org/
  • Politowski, C., Petrillo, F., Montandon, J. E., Valente, M. T., & Guéhéneuc, Y.-G. (2021). Are game engines software frameworks? A three-perspective study. Journal of Systems and Software, 171, 110846. doi:10.1016/j.jss.2020.110846
  • Physx (2023). NVIDIA PhysX® is an open source, scalable, multi-platform physics simulation solution supporting a wide range of devices, from smartphones to high-end multicore CPUs and GPUs. (Accessed:10/08/2023) URL:https://developer.nvidia.com/physx-sdk
  • Rapier (2023). Fast 2D and 3D physics engine for the Rust programming language. (Accessed:15/06/2023) URL:https://rapier.rs/
  • Rust (2023). A language empowering everyone to build reliable and efficient software. (Accessed:15/06/2023) URL:https://www.rust-lang.org/
  • Unity (2023). Unity Real-Time Development Platform 3D, 2D, VR & AR Engine. (Accessed:28/08/2023) URL:https://unity.com/
  • Unreal (2023). The world’s most open and advanced real-time 3D creation tool. (Accessed:10/08/2023) URL:https://www.unrealengine.com/
  • Vagavolu, D., Agrahari, V., Chimalakonda, S., & Venigalla, A., S., M. (2021). GE526: A Dataset of Open-Source Game Engines. In: IEEE/ACM 18th International Conference on Mining Software Repositories (MSR 2021), (pp. 605-609), Madrid.
  • Vulkan (2023). Cross platform 3D Graphics. (Accessed:15/06/2023) URL:https://www.vulkan.org/
Year 2023, Volume: 10 Issue: 3, 310 - 326, 29.09.2023
https://doi.org/10.54287/gujsa.1338594

Abstract

Project Number

2007K12-873

References

  • Bevy (2023). A refreshingly simple data-driven game engine built in Rust, Free and Open Source Forever. (Accessed:15/06/2023) URL:https://bevyengine.org/
  • Bevy Rapier (2023). Official Rapier plugin for the Bevy game engine. (Accessed:15/06/2023) URL:https://github.com/dimforge/bevy_rapier
  • Bhojan, A., Ng, S. P., Ng, J., & Ooi, W. T. (2020). CloudyGame: Enabling cloud gaming on the edge with dynamic asset streaming and shared game instances. Multimedia Tools and Applications, 79(43-44), 32503-32523. doi:10.1007/s11042-020-09612-z
  • Bullet (2023). Real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning. (Accessed:10/08/2023) URL:https://github.com/bulletphysics/bullet3
  • Bulman, J., & Garraghan, P. (2020). A Cloud Gaming Framework for Dynamic Graphical Rendering Towards Achieving Distributed Game Engines. In: Proceedings of the 12th USENIX Workshop on Hot Topics in Cloud Computing (HotCloud 20), Virtual Event.
  • Cao, K., Liu Y., Meng G. & Sun, Q. (2020). An Overview on Edge Computing Research. IEEE Access, 8, 85714-85728. doi:10.1109/ACCESS.2020.2991734
  • Cao, T., Jin, Y., Hu, X., Zhang, S., Qian, Z., Ye, B., & Lu, S. (2022). Adaptive provisioning for mobile cloud gaming at edges. Computer Networks, 205, 108704. doi:10.1016/j.comnet.2021.108704
  • Chen, H., Zhang, X., Xu, Y., Ren, J., Fan, J., Ma, Z., & Zhang, W. (2019). T-Gaming: A Cost-Efficient Cloud Gaming System at Scale. IEEE Transactions on Parallel and Distributed Systems, 30(12), 2849-2865. doi:10.1109/TPDS.2019.2922205
  • Cruz, P., Achir, N., & Viana, A. C. (2022). On the Edge of the Deployment: A Survey on Multi-access Edge Computing. ACM Computing Surveys, 55(5), 1-34. doi:10.1145/3529758
  • CryEngine (2023). The complete solution for next generation game development by Crytek. (Accessed:10/08/2023) URL:https://www.cryengine.com/
  • Danevičius, E., Maskeliūnas, R., Damaševičius, R., Połap, D., & Woźniak, M (2018). A Soft Body Physics Simulator with Computational Offloading to the Cloud. Information, 9(12), 318. doi:10.3390/info9120318
  • Deutsch, P. (1996, May). DEFLATE Compressed Data Format Specification version 1.3. Network Working Group. (Accessed:10/08/2023) URL:https://www.ietf.org/rfc/rfc1951.txt
  • Efe, A., & Önal, E. (2020). ONLINE Game Security: A Case Study of an MMO Strategy Game. Gazi University Journal of Science Part A: Engineering and Innovation, 7(2), 43-57.
  • Godot (2023). Free and open source 2D and 3D game engine. (Accessed:31/07/2023) URL:https://godotengine.org/
  • Gregory, J. (2018). Game Engine Architecture. CRC Press.
  • Artuñedo Guillen, D., Sayadi, B., Bisson, P., Wary, J. P., Lonsethagen, H., Antón, C., de la Oliva, A., Kaloxylos, A., & Frascolla, V. (2020). Edge computing for 5G networks - white paper. Zenodo. doi:10.5281/zenodo.3698117
  • Hatledal, L. I., Chu, Y., Styve, A., & Zhang, H. (2021). Vico: An entity-component-system based co-simulation framework. Simulation Modelling Practice and Theory, 108, 102243. doi:10.1016/j.simpat.2020.102243
  • Havok (2023). Havok Physics, Make game worlds real. (Accessed:10/08/2023) URL:https://www.havok.com/havok-physics/
  • Huang, C.-Y., Chen, K.-T., Chen, D.-Y., Hsu, H.-J., & Hsu, C.-H. (2014). GamingAnywhere: The first open source cloud gaming system. ACM Transactions on Multimedia Computing, Communications, and Applications, 10(1s), 10. doi:10.1145/2537855
  • Maggiorini, D., Ripamonti, L. A., Zanon, E., Bujari, A., & Palazzi, C. E. (2016). SMASH: A distributed game engine architecture. In: IEEE Symposium on Computers and Communication (ISCC 2016), (pp. 196-201), Messina.
  • Mazzuca, L. (2022). Distributed Cloud Gaming Pipeline. MSc Thesis, Universidad Complutense de Madrid.
  • Mehrabi, A, Siekkinen, M., Kämäräinen, T., & yl¨-J¨¨ski, A. (2021). Multi-Tier CloudVR: Leveraging Edge Computing in Remote Rendered Virtual Reality. TrACM Transactions on Multimedia Computing, Communications, and Applications, 17(2), 49. doi:10.1145/3429441
  • Messaoudi, F., Ksentini, A., & Simon, G. (2015). Dissecting games engines: The case of Unity3D. In: International Workshop on Network and Systems Support for Games (NetGames 2015), (pp. 1-6), Zagreb.
  • Messaoudi, F., Ksentini, A., & Bertin, P. (2018). Toward a Mobile Gaming Based-Computation Offloading. In: IEEE International Conference on Communications (ICC 2018), (pp. 1-7), Kansas City.
  • Nagle, J. (1984). Congestion Control in IP/TCP Internetworks. Network Working Group. (Accessed:10/08/2023) URL:https://datatracker.ietf.org/doc/html/rfc896
  • Nowak, T. W., Sepczuk, M., Kotulski, Z., Niewolski, W., Artych, R., Bocianiak, K., Osko, T., & Wary, J.-P. (2021). Verticals in 5G MEC-Use Cases and Security Challenges. IEEE Access, 9, 87251-87298. doi:10.1109/ACCESS.2021.3088374
  • Nyamtiga, B. W., Hermawan, A. A., Luckyarno, Y. F., Kim, T.-W., Jung, D.-Y., Kwak, J. S., & Yun, J.-H. (2022). Edge-Computing-Assisted Virtual Reality Computation Offloading: An Empirical Study. IEEE Access, 10, 95892-95907. doi:10.1109/ACCESS.2022.3205120
  • OpenGL (2023). The Industry's Foundation for High Performance Graphics. (Accessed:15/06/2023) URL:https://www.opengl.org/
  • Politowski, C., Petrillo, F., Montandon, J. E., Valente, M. T., & Guéhéneuc, Y.-G. (2021). Are game engines software frameworks? A three-perspective study. Journal of Systems and Software, 171, 110846. doi:10.1016/j.jss.2020.110846
  • Physx (2023). NVIDIA PhysX® is an open source, scalable, multi-platform physics simulation solution supporting a wide range of devices, from smartphones to high-end multicore CPUs and GPUs. (Accessed:10/08/2023) URL:https://developer.nvidia.com/physx-sdk
  • Rapier (2023). Fast 2D and 3D physics engine for the Rust programming language. (Accessed:15/06/2023) URL:https://rapier.rs/
  • Rust (2023). A language empowering everyone to build reliable and efficient software. (Accessed:15/06/2023) URL:https://www.rust-lang.org/
  • Unity (2023). Unity Real-Time Development Platform 3D, 2D, VR & AR Engine. (Accessed:28/08/2023) URL:https://unity.com/
  • Unreal (2023). The world’s most open and advanced real-time 3D creation tool. (Accessed:10/08/2023) URL:https://www.unrealengine.com/
  • Vagavolu, D., Agrahari, V., Chimalakonda, S., & Venigalla, A., S., M. (2021). GE526: A Dataset of Open-Source Game Engines. In: IEEE/ACM 18th International Conference on Mining Software Repositories (MSR 2021), (pp. 605-609), Madrid.
  • Vulkan (2023). Cross platform 3D Graphics. (Accessed:15/06/2023) URL:https://www.vulkan.org/
There are 36 citations in total.

Details

Primary Language English
Subjects Edge Computing, Serious Games and Simulations
Journal Section Information and Computing Sciences
Authors

Fatih Mustafa Kurt 0009-0005-0852-310X

Bahri Atay Özgövde 0000-0001-9688-766X

Project Number 2007K12-873
Early Pub Date September 26, 2023
Publication Date September 29, 2023
Submission Date August 11, 2023
Published in Issue Year 2023 Volume: 10 Issue: 3

Cite

APA Kurt, F. M., & Özgövde, B. A. (2023). Edge Computing for Computer Games by Offloading Physics Computation. Gazi University Journal of Science Part A: Engineering and Innovation, 10(3), 310-326. https://doi.org/10.54287/gujsa.1338594