Research Article

Edge Computing for Computer Games by Offloading Physics Computation

Volume: 10 Number: 3 September 29, 2023
EN

Edge Computing for Computer Games by Offloading Physics Computation

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.

Keywords

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

  1. 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/
  2. Bevy Rapier (2023). Official Rapier plugin for the Bevy game engine. (Accessed:15/06/2023) URL:https://github.com/dimforge/bevy_rapier
  3. 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
  4. 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
  5. 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.
  6. 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
  7. 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
  8. 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

Details

Primary Language

English

Subjects

Edge Computing, Serious Games and Simulations

Journal Section

Research Article

Early Pub Date

September 26, 2023

Publication Date

September 29, 2023

Submission Date

August 11, 2023

Acceptance Date

September 18, 2023

Published in Issue

Year 2023 Volume: 10 Number: 3

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
AMA
1.Kurt FM, Özgövde BA. Edge Computing for Computer Games by Offloading Physics Computation. GU J Sci, Part A. 2023;10(3):310-326. doi:10.54287/gujsa.1338594
Chicago
Kurt, Fatih Mustafa, and Bahri Atay Özgövde. 2023. “Edge Computing for Computer Games by Offloading Physics Computation”. Gazi University Journal of Science Part A: Engineering and Innovation 10 (3): 310-26. https://doi.org/10.54287/gujsa.1338594.
EndNote
Kurt FM, Özgövde BA (September 1, 2023) Edge Computing for Computer Games by Offloading Physics Computation. Gazi University Journal of Science Part A: Engineering and Innovation 10 3 310–326.
IEEE
[1]F. M. Kurt and B. A. Özgövde, “Edge Computing for Computer Games by Offloading Physics Computation”, GU J Sci, Part A, vol. 10, no. 3, pp. 310–326, Sept. 2023, doi: 10.54287/gujsa.1338594.
ISNAD
Kurt, Fatih Mustafa - Özgövde, Bahri Atay. “Edge Computing for Computer Games by Offloading Physics Computation”. Gazi University Journal of Science Part A: Engineering and Innovation 10/3 (September 1, 2023): 310-326. https://doi.org/10.54287/gujsa.1338594.
JAMA
1.Kurt FM, Özgövde BA. Edge Computing for Computer Games by Offloading Physics Computation. GU J Sci, Part A. 2023;10:310–326.
MLA
Kurt, Fatih Mustafa, and Bahri Atay Özgövde. “Edge Computing for Computer Games by Offloading Physics Computation”. Gazi University Journal of Science Part A: Engineering and Innovation, vol. 10, no. 3, Sept. 2023, pp. 310-26, doi:10.54287/gujsa.1338594.
Vancouver
1.Fatih Mustafa Kurt, Bahri Atay Özgövde. Edge Computing for Computer Games by Offloading Physics Computation. GU J Sci, Part A. 2023 Sep. 1;10(3):310-26. doi:10.54287/gujsa.1338594

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