Jogos sob demanda: implementação de um servidor streaming
Games typically require a high hardware demand, which makes a thousands of devices incapable to process them. This paper presents a system that can make this reality a little different. Games on demand is the name given to this system, It relies on distributed computing and video streaming. The obj...
Autor principal: | Leite, Breno Magallini |
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Formato: | Trabalho de Conclusão de Curso (Graduação) |
Idioma: | Português |
Publicado em: |
Universidade Tecnológica Federal do Paraná
2020
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Assuntos: | |
Acesso em linha: |
http://repositorio.utfpr.edu.br/jspui/handle/1/15932 |
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Resumo: |
Games typically require a high hardware demand, which makes a thousands of devices incapable to process them. This paper presents a system that can make this reality a little different. Games on demand is the name given to this system, It relies on distributed computing and video streaming. The objective of the system is to transfer the computational cost of a game from the user's computer to a server, which is prepared to the high processing demand. In this paper, this system was developed using the SDL and zlib libraries. The former has the objective of rendering the game frames, the latter is responsible to compress the frames. The system was tested using several networks and several resolutions in order to show the differences obtained in the frame rate depending on the environment. Using low resolutions, The system obtained a frame rate of 35 frames per second. However as resolutions were increased the rate was reduced proportionately. This paper also proposes some possible solutions for this reduction in the frame rate as future works. |
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