CN106390449A - A cloud game framework based on the graphical virtualization technology - Google Patents

A cloud game framework based on the graphical virtualization technology Download PDF

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Publication number
CN106390449A
CN106390449A CN201610832223.3A CN201610832223A CN106390449A CN 106390449 A CN106390449 A CN 106390449A CN 201610832223 A CN201610832223 A CN 201610832223A CN 106390449 A CN106390449 A CN 106390449A
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China
Prior art keywords
game
virtual machine
server
client
audio
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CN201610832223.3A
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Chinese (zh)
Inventor
白光伟
戴加伟
沈航
王仲晖
宋来将
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Nanjing Tech University
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Nanjing Tech University
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Priority to CN201610832223.3A priority Critical patent/CN106390449A/en
Publication of CN106390449A publication Critical patent/CN106390449A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality

Abstract

The invention provides a cloud game framework based on the graphical virtualization technology. The cloud game framework enables the response delay of game frames to reach about 100ms and can meet the requirement of most games for delay. The response delay consists of three parts, which are processing delay, transmitting delay and display delay, wherein the display delay is 30ms, the same as those of the other cloud game systems, and a decoder has a stable decoding time for different games; the processing delay is reduced to 30ms; compared with the prior art that the equipment simulation method and the application layer interface redirecting method are used for providing the 3D processing capability, the graphical virtualization scheme employed by the framework has greater processing capability and less processing delay; moreover, compared with the conventional virtualization schemes which have a GPU utilization rate of only about 20% and are extremely unstable, the graphical virtualization technology employed by the framework has a constant GPU utilization rate of more than 50% and maintains stable states.

Description

A kind of cloud game framework based on graphical virtual technology
Technical field
The present invention relates to a kind of cloud game framework based on graphical virtual technology, belong to cloud computing virtual game technology neck Domain.
Background technology
With the development of computer realm, the market of computer game also expands continuous, and only 2011, player was just in computer Game, hardware and accessory take 24,700,000,000 5,000 ten thousand dollars.Traditional game is to carry out sending out by CD or download online Sell, player game must be arranged on local physical machine and just can use.But it is because complexity and the multiformity played, Requirement to hardware and software environment is also different, leads to the installation process played sufficiently complex.
Additionally, player may find that their computer performance is not powerful it is impossible to ensure in the case of overall height specially good effect The frame rate of game.Therefore, player must constantly upgrade their computer, to play up-to-date computer game, obtains preferably Game experiencing.
Cloud game is a better way to provide the game experiencing of high-quality.In cloud game system, computer game Operate on powerful Cloud Server, and player passes through thin-client and the game interaction of networking.Thin-client is lightweight , resource-constrained platform can be transplanted to, such as mobile device and TV set-top box.By cloud game system, player can be Anywhere, play up-to-date computer game any time, and game developer can also come according to a specific computer configuration Optimize their game.
Although cloud game is a up-and-coming direction of game industry, how in the situation controlling hardware investment Lower realize good Consumer's Experience, remain a stubborn problem.Game player, while requiring high-performance, also has high demands Game picture quality, but be not desired to pay too many again.Therefore, the need of service provider's designed system not only player to be met Ask, and it is also contemplated that elastic performance, extensibility and resource distribution.Although it is true that real-time video streaming has been one Ripe technology, but cloud game system while running game, the input of user also to be processed, and carry out rendering, adopt Collection, coding, transmission, decoding, packing, and show in real time, thus be more difficult to optimize.
OnLive as a cloud game platform service company, early in San Francisco GDC GDC of 2009 On propose this concept of cloud game.But only three and half, OnLive just because rental server with purchase the huge of aspect Put into, occur in that financial difficulty.Balance between hardware investment and raising quality of play for the cloud game provider, is faced with huge Challenge.If can lead to offending Consumer's Experience using low-level hardware, this may promote player away from cloud game, but Using high-end hardware, the mode of a property server must be corresponded to according to a conventional user, huge finance can be produced and bear Load.
The hardware configuration to machine for the game, especially video card level requirement is very high, if based on the technology of graphical virtual The multiple game of operation just can be virtualized on a server, thus reduce hardware putting into.Additionally, different type of plaies is gathered around There are different hardware requirements, the waste of resource if do not distributed well to server resource, can be caused.For example run 3D The server process 2D leisure game of shooting game there is the superfluous situation of performance.
Content of the invention
The technical problem to be solved is to provide one kind to be based on cloud environment, by graphical virtual technology, can Make the cloud game frame based on graphical virtual technology needing configuration, reducing hardware resource waste according to game for the game server Frame.
The present invention employs the following technical solutions to solve above-mentioned technical problem:The present invention devises a kind of empty based on figure The cloud game framework of planization technology, user passes through client through network access cloud game service device, obtains on cloud game service device The audio-video signal of institute's running game, and send control instruction for institute's running game, described cloud game framework includes door of playing Family server and at least two game servers, wherein, each game server are respectively provided with graphics virtual machine, and with figure At least two corresponding virtual machines of shape virtual machine, the quantity of virtual machine is more than or equal to the quantity of game type, each game Each virtual machine on server is respectively mounted specifies game, and arranges agency, and wherein, the figure on each game server is empty The graphic process unit of game server monopolized by plan machine, and each virtual machine on each game server passes through corresponding graphics virtual machine The graphic process unit of shared set game server;Portal server is used for storing list of games, and each game institute respectively The network address of corresponding virtual machine in game server, client selects by portal server and obtains to specify game institute The network address of corresponding virtual machine in game server, client is corresponding virtual in the game server of game place according to specifying The network address of machine, connects the corresponding virtual machine in corresponding game server;The agency company of realization respectively on each virtual machine The reception of client control instruction, and carry out, for institute's running game on virtual machine, the intercepting of audio-video signal of playing, concurrently Deliver to connected client.
As a preferred technical solution of the present invention:Set on each virtual machine on described each game server Agency is included at audio-source processing module, video source processing module, audio-video network transmission service module and incoming event respectively Reason module, wherein, audio-source processing module is used for carrying out the intercepting of gaming audio signal for institute's running game on virtual machine;Depending on Frequency source processing module is used for carrying out the intercepting of game video signal for institute's running game on virtual machine;Audio-video network transmission clothes Business module is used for sending the game audio-video signal of institute's running game on obtained corresponding virtual machine to connected client;Input thing Part processing module is used for realizing the reception of the sent control instruction of connected client, and is translated into game action, passes to The game being run on corresponding virtual machine.
As a preferred technical solution of the present invention:Described agency in audio-video network transmission service module be based on The audio-video network transmission service module of RTSP procotol, audio-video network transmission service module is based on RTSP procotol, The game audio-video signal of institute's running game on obtained corresponding virtual machine is sent to connected client;Input in described agency Event processing module is based on TCP/UDP procotol, realizes the reception of connected client control instruction, and sends virtual to correspondence In the game being run on machine.
As a preferred technical solution of the present invention:Described client is based on Live555 storehouse and processes in connected virtual machine Audio-video network transmits the game audio-video signal that service module is sent based on RTSP procotol, and not pin in client Row buffering is entered to received audio-video signal.
As a preferred technical solution of the present invention:Also include game server in described portal server and select mould Block, game server selecting module be used for according to selected by client play, by client geographic location, network condition and The running status of each game server, selects the selected corresponding optimal game server of playing of client, and through network startup The corresponding virtual machine of selected game on this optimal game server, and it is right to obtain selected game institute on this optimal game server Answer the network address of virtual machine.
As a preferred technical solution of the present invention:Described game server is the physics installing XenServer software Machine.
As a preferred technical solution of the present invention:Described cloud game framework also includes central server, center service Device and described each game server are in same LAN, and central server is used for realizing between each game server Scheduling.
As a preferred technical solution of the present invention:Described game server is the physics installing XenServer software Machine;Described central server is the physical machine installing XenCenter software.
A kind of cloud game framework based on graphical virtual technology of the present invention adopts above technical scheme and existing skill Art is compared, and has following technique effect:The present invention design the cloud game framework based on graphical virtual technology so that game picture The operating lag in face can reach 100ms, can meet most of game to the requirement postponing, operating lag is prolonged by process Late, transmission delay and display delay three part composition, wherein, display delay is 30ms, the same with other cloud game systems, decoding Device has a stable decoding time for different game;Process delay and be reduced to 30ms, imitate with respect to using equipment True method and Applied layer interface redirect method to provide 3D disposal ability, and the graphical virtual scheme that the present invention uses has more Strong disposal ability and less process postpone;Moreover, relatively existing other virtualization scheme is put down to physics GPU utilization rate All only 20% about, and highly unstable shortcoming, the utilization rate one to GPU card for the graphical virtual technology that the present invention uses Directly more than 50%, and state keeps highly stable.
Brief description
Fig. 1 is that the present invention is designed to be shown based on graphical virtual Technical Architecture in the cloud game framework of graphical virtual technology It is intended to;
Fig. 2 is that the designed cloud game frame application based on graphical virtual technology of the present invention disposes schematic diagram;
Fig. 3 is that the present invention is designed to be illustrated based on the cloud game framework game server end assembly of graphical virtual technology Figure;
Fig. 4 is based on client component schematic diagram in the cloud game framework of graphical virtual technology designed by the present invention;
Fig. 5 is the designed cloud game block schematic illustration based on graphical virtual technology of the present invention.
Specific embodiment
With reference to Figure of description, the specific embodiment of the present invention is described in further detail.
Cloud game framework is substantially a kind of remote rendering system, can be classified as transmitting graphical stream and transmission video flowing Two kinds, the maximum difference of both modes is between server and client how to divide load.The mode of graphical stream, cloud takes Business device intercepts graph command, compress order, and passes them to client, and then client is based on graphics command collection such as OpenGL and Direct3D is rendered to scene of game using graphic chips.Figure core is not used on this mode Cloud Server Piece, thus allow each Cloud Server to support multiple clients simultaneously, but client needs to undertake more loads, thus can not It is applied to the equipment such as mobile device and Set Top Box of limited performance.The mode of video flowing, Cloud Server is according to 3D graph command wash with watercolours Dye 2D video, compress video, and be delivered to client, then client decoding and display of video streams.This mode client Do not need to carry out 3D graphic plotting, and decode and can be more suitable for thin-client and adopt using the video decoder chip of low cost With.Because video streaming method does not rely on specific 3D chip, identical thin-client can be easily transplanted to different On platform.
As depicted in figs. 1 and 2, the present invention devises a kind of cloud game framework based on graphical virtual technology, and reality should With central, user passes through client through network access cloud game service device, obtains the sound of institute's running game on cloud game service device Video signal, and send control instruction for institute's running game, described cloud game framework includes central server, game portal clothes Business device, game server selecting module and at least two game servers, wherein, each game server are respectively provided with figure Virtual machine, and at least two virtual machines corresponding with graphics virtual machine, the quantity of virtual machine is more than or equal to game type Quantity, each virtual machine on each game server is respectively mounted specifies game, and arranges agency, wherein, each game Graphics virtual machine on server monopolizes the graphic process unit of game server, and each virtual machine on each game server leads to Cross the graphic process unit that corresponding graphics virtual machine shares set game server;Portal server is used for storing list of games, with And each game respectively in the game server of place corresponding virtual machine the network address.In practical application, each game server For installing the physical machine of XenServer software, using XenServer this virtualization services platform, XenServer provides and is based on The graphic user interface of Windows, is allowed to more easily manage XenServer main frame, and pond stores with shared, by being arranged on XenCenter in physical machine can very easily dispose, and manage and monitor virtual machine.In addition, the server of XenServer Virtualization is based on hypervisor, and this is a kind of middleware software operating between basic physicses server and operating system Layer, different from the software virtual machine being arranged on host operating system, it can directly include in access server disk with All physical equipments in interior presence.Hypervisors not only coordinates the access of these hardware resources, makes operation thereon The performance of the outstanding performance server hardware of virtual machine.Also apply protection between each virtual machine simultaneously, distribute to every The appropriate internal memory of one virtual machine, CPU, network and disk;Central server is the physical machine installing XenCenter software, Fig. 1 In shown, Qemu represents a set of analog processor increased income;Mediator represents scheduling of resource medium;Dom0 represents graphical virtual (linux kernel of a modification, is a unique virtual machine operating on xen hypervisor to machine, to access physics I/O and other domu virtual machine have special right, first start before other any virtual machines);VM1, VM2 represent respectively Game Virtual Machine (all virtualization client computer operating on Xen hypervisor);Graphics Driver represents video card Drive;Xen represents xen hypervisor virtual machine manager;GPU represents physical display card.
Existing GPU vitualization technology mainly includes equipment and monopolizes use (Direct pass-through) and application layer Interface reorientation method (API forwarding), the former monopolizes one piece of GPU by a virtual machine, and other virtual machines do not have authority straight GPU is asked in receiving.Image virtual technology designed by the present invention, it is possible to obtain closest to the graphics capability of physics GPU, but It is that the graphics process resource of server can not be shared it is impossible to flexible allocation according to actual needs, this can cause the wave of hardware resource Take, increase the input of hardware resource.The latter passes through in application layer interception, GPU to be called, by by OpenGL's and DirectX The mode that API redirects, the video driver being transmitted on main frame is completing the function of part video card.This mode can not be sent out completely Shoot the performance of GPU, and the characteristic of some GPU nor use.
Install XenServer software game server on use graphical virtual technology combine equipment lead directly to and The method that API redirects.In this Intel Virtualization Technology, create a virtual machine (graphics virtual machine) using Hypervisors Perfected monopoly GPU using the method that equipment leads directly to, by professional video driver, the complete characteristic of GPU can be played, then create Multiple stage virtual machine (desktop virtual machine) is supplied to user and uses, and these virtual machines directly can not access GPU, but they can be with Graphics virtual machine shares data space and the instruction path of GPU.The method being redirected by API, can be by other desktops Virtual machine passes to graphics virtual machine to the call instruction of GPU, calls the API of graphics virtual machine quickly to access physics GPU.This The method of kind achieves multiple stage virtual machine and shares a physics GPU, makes multiple stage virtual machine can complete figure on a GPU simultaneously Processing business.Desktop virtual machine calls the API of graphics virtual machine that GPU is conducted interviews by this method, is equivalent to GPU is straight Lead to multiple virtual machines.Redirect compared to the API of OpenGL and DirectX, this method is same realize that GPU shares When, it is possible to use all characteristics of GPU, have better performance.
Client is selected by portal server and obtains the net specifying corresponding virtual machine in the game server of game place Network address, wherein, client selects to specify game by portal server, and portal server controls game server selecting module Played according to selected by client, by the running status of client geographic location, network condition and each game server, Select selected game on client selected game corresponding optimal game server, and this optimal game server through network startup Corresponding virtual machine, and obtain the network address of virtual machine corresponding to selected game on this optimal game server, and by net Network address returns to portal server, and this network address is returned to client by portal server;Network delay in cloud game More crucial, because cloud game client does not possess game state information, it is difficult to have an opportunity to carry out delay compensation, such as general Equally carry out Mortality Prediction in open network game.Therefore, in framework designed by the present invention, portal server can select according to player The type of play selected assesses the hardware configuration of the sensitivity to network delay for this game and recommendation, then the ground according to player Reason position, the running status of network condition and each game server is selecting an optimal game server.
The present invention is based on the obtained network address of above-mentioned client, and that is, client obtains and specifies in the game server of game place The network address of corresponding virtual machine, client corresponds to the network address of virtual machine according to specifying in the game server of game place, Connect the corresponding virtual machine in corresponding game server;Agency on each virtual machine realizes connected client control instruction respectively Reception, and carry out, for institute's running game on virtual machine, the intercepting of audio-video signal of playing, and send to connected client; Wherein, as shown in figure 3, set agency on each virtual machine on each game server includes audio-source respectively processes mould Block, video source processing module, audio-video network transmission service module and incoming event processing module, wherein, audio-source processes mould Block is used for carrying out the intercepting of gaming audio signal for institute's running game on virtual machine;Video source processing module is used for for virtual On machine, institute's running game carries out the intercepting of game video signal;Audio-video network transmission service module is based on RTSP procotol Audio-video network transmission service module, audio-video network transmission service module is based on RTSP procotol, will be obtained corresponding void On plan machine, the game audio-video signal of institute's running game sends to connected client;Incoming event processing module is based on TCP/UDP Procotol, realizes the reception of connected client control instruction, and is translated into game action, passes on corresponding virtual machine In the game being run, individually connected using TCP or udp protocol, advantage of this is that and can reduce delay;If used Identical RTSP agreement connects, and incoming event may or be delayed by, in addition, RTSP agreement is based on text because of other message , and text resolution is relatively time-consuming, so may bring longer delay using RTSP protocol transmission.Client is based on Live555 storehouse processes audio-video network in connected virtual machine and transmits the game sound that service module is sent based on RTSP procotol Video signal, and in order to improve the Consumer's Experience of delay aspect, be not for received audio-video signal in client and enter Row buffering, the packet of Live555 does not have file header, so client to judge these according to the marker bit of packet continuous Packet whether belongs to same frame of video although zero buffering strategy may result in the video when network delay is unstable broadcasts Put the inconsistent of speed, but it decreases input operating lag to greatest extent, after balance image quality is responded with input, this The mode of kind is provided that more preferable Consumer's Experience;Central server and described each game server are in same LAN, in Central server is used for realizing the scheduling between each game server, and as all game servers create a resource pool, These game servers are combined together to form a management entity by it.By this resource pool, can multiple host and A unified resource is regarded in the shared storage that they connect as, and the resource requirement based on them and service priority, realizes empty The flexible deployment of plan machine.In conjunction with shared storage, virtual machine can start on any main frame in pond, play if there are one Server hardware fault, you can restart the virtual machine of failure in another game server in pond, and only very short Downtime.
Captured in real time desktop screen mainly has two ways in gaming, and one kind is to intercept whole the screen according to certain frequency Curtain is it is also possible to intercept the region specified as needed.Another kind is to intercept game graphic plotting function is called, when one new Game picture renders when completing at once from the relief area of game capture desktop screen.Desktop interception way is with polling mode triggering , it is the sectional drawing on the table according to specified frequency active.API interception mode is event driven, whenever one is played When back buffer area completes to draw, which has the opportunity to obtain a game picture picture.Agent process uses a speed Whether rate controller decision module should capture a screen, to meet required video flowing frame rate.
Cloud game framework designed by the present invention in actual applications, employs the mode that above two captures desktop screen. Screen capture has platform dependence, under linux using MIT-SHM screen printing, is intercepted using GDI under Windows Screen.For the game supporting DirectDraw and Direct3D, it is possible to use intercept the mode of DirectX API, this side Formula is in hgher efficiency, postpones lower.
For Voice & Video frame, encoded by two different coder module respectively, the pattern master of coding There are two kinds, one kind is to be each responsible for all of Voice & Video frame coding by two encoders, and this coded system has more Good efficiency, will not increase the load of CPU, no matter because how many user, all of Voice & Video frame is only encoded once, It is subsequently sent to each client.Another way is that each user distributes a special encoder, and advantage is that it is permissible Use different coding configurations, such as bit rate, resolution and video quality parameter for different user, but also can increase accordingly Plus the load of CPU, this mode cannot support too many user.In practical application of the present invention, carrying out coding to the frame capturing can With as needed using a kind of any of the above described coding mode.The mode of one-to-many supports that more users use simultaneously, one-to-one Mode more flexible, support using different codings configurations.
As shown in figure 4, client is mainly made up of two parts, one is RTSP client, is used to receive video-voice frequency flow, This is based partially on Live555 storehouse and realizes, and employs the mechanism of zero buffering to reduce delay, after the data having received a frame Decoding is given SDL storehouse and is rendered display at once.The display that renders of 2D video flowing does not need special display chip, is greatly reduced The graphics process pressure of client, therefore thin-client can be transplanted to much resource-constrained platform, for example mobile device and Set Top Box.Two is the capture of incoming event, intercepts bottom keyboard by hook and mouse event ideally imitates each trip The input of the player on play server, this mode can cross-platform capture SDL event, the preferably various special inputs of support Equipment.
As shown in figure 5, this is the Organization Chart of cloud game system, illustrates the example of a cloud game service, wherein play Game screen is sent to thin-client in the form of video flowing by server, and thin-client is by the input of user such as keyboard and mouse Action, be sent to game server.By cloud game, game player can play up-to-date computer game whenever and wherever possible, and swims Play developer can optimize their game according to specific server configures.
Based on the above-mentioned designed cloud game framework based on graphical virtual technology, so that game picture in practical application Operating lag can reach 100ms, most of game can be met to the requirement postponing, operating lag is prolonged by process Late, transmission delay and display delay three part composition, wherein, display delay is 30ms, the same with other cloud game systems, decoding Device has a stable decoding time for different game;Process delay and be reduced to 30ms, imitate with respect to using equipment True method and Applied layer interface redirect method to provide 3D disposal ability, and the graphical virtual scheme that the present invention uses has more Strong disposal ability and less process postpone;Moreover, relatively existing other virtualization scheme is put down to physics GPU utilization rate All only 20% about, and highly unstable shortcoming, the utilization rate one to GPU card for the graphical virtual technology that the present invention uses Directly more than 50%, and state keeps highly stable.
Above in conjunction with accompanying drawing, embodiments of the present invention are explained in detail, but the present invention is not limited to above-mentioned enforcement Mode, in the ken that those of ordinary skill in the art possess, can also be on the premise of without departing from present inventive concept Make a variety of changes.

Claims (8)

1. a kind of cloud game framework based on graphical virtual technology it is characterised in that:User passes through client through network access Cloud game service device, obtains the audio-video signal of institute's running game on cloud game service device, and sends control for institute's running game System instruction, described cloud game framework includes game portal servers and at least two game servers, wherein, each game services Graphics virtual machine, and at least two virtual machines corresponding with graphics virtual machine are respectively provided with device, the quantity of virtual machine is big In or be equal to the quantity of game type, each virtual machine on each game server is respectively mounted specifies game, and arranges generation Reason, wherein, the graphics virtual machine on each game server monopolizes the graphic process unit of game server, each game server On each virtual machine pass through the graphic process unit that corresponding graphics virtual machine shares set game server;Portal server is used for Storage list of games, and each game respectively in the game server of place corresponding virtual machine the network address, client passes through Portal server selects and obtains the network address specifying corresponding virtual machine in game place game server, client according to Specify the network address of corresponding virtual machine in the game server of game place, the correspondence connecting in corresponding game server is virtual Machine;Agency on each virtual machine realizes the reception of connected client control instruction respectively, and is run on virtual machine Game carries out the intercepting of audio-video signal of playing, and sends to connected client.
2. according to claim 1 a kind of cloud game framework based on graphical virtual technology it is characterised in that:Described each On each virtual machine on game server, set agency includes audio-source processing module, video source processing module, sound respectively Video network transmission service module and incoming event processing module, wherein, audio-source processing module is used for for institute on virtual machine Running game carries out the intercepting of gaming audio signal;Video source processing module is used for being swum for institute's running game on virtual machine The intercepting of play video signal;Audio-video network transmission service module is used for the game of institute's running game on obtained corresponding virtual machine Audio-video signal sends to connected client;Incoming event processing module is used for realizing the sent control instruction of connected client Receive, and be translated into game action, the game being run is passed on corresponding virtual machine.
3. according to claim 2 a kind of cloud game framework based on graphical virtual technology it is characterised in that:Described agency In audio-video network transmit service module be based on RTSP procotol audio-video network transmit service module, audio frequency and video net Network transmission service module is based on RTSP procotol, and the game audio-video signal of institute's running game on obtained corresponding virtual machine is sent out Deliver to connected client;Incoming event processing module in described agency is based on TCP/UDP procotol, realizes connected client The reception of control instruction, and send in the game being run to corresponding virtual machine.
4. according to claim 3 a kind of cloud game framework based on graphical virtual technology it is characterised in that:Described client End group processes audio-video network in connected virtual machine in Live555 storehouse and transmits what service module was sent based on RTSP procotol It is not for received audio-video signal in game audio-video signal, and client and enter row buffering.
5. according to claim 1 a kind of cloud game framework based on graphical virtual technology it is characterised in that:Described door Game server selecting module is also included, game server selecting module is used for playing according to selected by client, presses in server The running status of client geographic location, network condition and each game server, selects the selected game of client right The corresponding virtual machine of selected game on the optimal game server answered, and this optimal game server through network startup, and obtain Obtain the network address of virtual machine corresponding to selected game on this optimal game server.
6. a kind of cloud game framework based on graphical virtual technology, its feature according to any one in claim 1 to 5 It is:Described game server is the physical machine installing XenServer software.
7. a kind of cloud game framework based on graphical virtual technology, its feature according to any one in claim 1 to 5 It is:Described cloud game framework also includes central server, and central server and described each game server are in same office In the net of domain, central server is used for realizing the scheduling between each game server.
8. according to claim 7 a kind of cloud game framework based on graphical virtual technology it is characterised in that:Described game Server is the physical machine installing XenServer software;Described central server is the physical machine installing XenCenter software.
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CN110764901A (en) * 2019-09-17 2020-02-07 阿里巴巴集团控股有限公司 Data processing method based on GPU (graphics processing Unit) resources, electronic equipment and system
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CN112007357A (en) * 2019-05-30 2020-12-01 联发科技股份有限公司 Client-side delay improvement method, main processor, processing circuit and cloud game server
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CN108837505A (en) * 2018-06-14 2018-11-20 北京金山安全软件有限公司 Network game data transmission method and system
CN108837505B (en) * 2018-06-14 2021-09-28 超级魔方(北京)科技有限公司 Network game data transmission method and system
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CN110025957A (en) * 2019-03-04 2019-07-19 深圳威尔视觉传媒有限公司 A kind of cloud game service device end-rack structure, client and system
CN110025957B (en) * 2019-03-04 2023-04-21 深圳威尔视觉传媒有限公司 Cloud game server end architecture, client and system
CN110321193A (en) * 2019-05-05 2019-10-11 四川盛趣时代网络科技有限公司 A kind of exchange method and system for sharing texture based on Direct3D
CN112007357A (en) * 2019-05-30 2020-12-01 联发科技股份有限公司 Client-side delay improvement method, main processor, processing circuit and cloud game server
CN110764901B (en) * 2019-09-17 2021-02-19 创新先进技术有限公司 Data processing method based on GPU (graphics processing Unit) resources, electronic equipment and system
CN110764901A (en) * 2019-09-17 2020-02-07 阿里巴巴集团控股有限公司 Data processing method based on GPU (graphics processing Unit) resources, electronic equipment and system
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CN111245680B (en) * 2020-01-10 2021-10-08 腾讯科技(深圳)有限公司 Method, device, system, terminal and server for detecting cloud game response delay
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CN111669444A (en) * 2020-06-08 2020-09-15 南京工业大学 Cloud game service quality enhancement method and system based on edge calculation
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CN111970573A (en) * 2020-07-27 2020-11-20 西安万像电子科技有限公司 Cloud game method and system
CN114461287A (en) * 2022-01-29 2022-05-10 亿咖通(湖北)技术有限公司 Operating system starting method and device, electronic equipment and storage medium
CN114461287B (en) * 2022-01-29 2024-01-30 亿咖通(湖北)技术有限公司 Operating system starting method and device, electronic equipment and storage medium
CN114785844A (en) * 2022-03-16 2022-07-22 广东悦伍纪网络技术有限公司 Method and system for acquiring cloud mobile phone preview based on TCP (Transmission control protocol) stream

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