Lune

EuroSys2024Top-tier venue

Improving Resource and Energy Efficiency for Cloud 3D through Excessive Rendering Reduction

Tianyi Liu, Jerry Lucas, Sen He, Tongping Liu, Xiaoyin Wang, Wei Wang

2024Year
1Citations

Abstract

The rise of cloud gaming makes interactive 3D applications an emerging type of data center workload. However, the excessive rendering in current cloud 3D systems leads to large gaps between the cloud and client frame rates (FPS, frames per second), thus wasting resources and power. Although FPS regulation can remove excessive rendering, due to the highlyvarying frame processing time and the use of rendering delays, existing cloud FPS regulation solutions have low FPS and slow motion-to-photon (MtP) latency, causing violations of Quality-of-Service (QoS) requirements.

In this paper, we present a novel cloud FPS regulation solution, called OnDemand Rendering (ODR). ODR employs multi-buffering, dynamic rendering delay/acceleration, and input processing prioritization to reduce excessive rendering and ensure QoS satisfaction. ODR was evaluated in our private cloud and Google cloud. Evaluation results showed that ODR effectively removed excessive rendering, thus improving DRAM performance by 19% and reducing power usage by 16% over no FPS regulation. Better memory efficiency also allowed ODR to increase client FPS by 5.5%. Moreover, ODR reduced average MtP latency by more than 92% and outperformed existing FPS regulations. More importantly, ODR's high FPS and low latency make it feasible to deploy 3D applications to conventional public clouds.

Ask about this paper

Your agent reads all of it.

Lune indexed this paper to the last equation, along with the top-tier papers that cite it. Ask a question and the answer quotes them.

Questions to start from

Your agent calls

Luneget_paper_fulltext

Ask in Lune

Free to start. No credit card required.

Builds on5

Related papers

Dusk over the sea between two cliffs drawn in fine vertical lines