Journal of Theoretical and Applied Information Technology
30th September 2020. Vol.98. No 18
© 2005 – ongoing JATIT & LLS
ISSN: 1992-8645
www.jatit.org
E-ISSN: 1817-3195
EFFICIENT VIDEO ENCODING ACCELERATION FOR
CLOUD GAMING
AHMAD A. MAZHAR1, MANAR A. MIZHER2
1
Algonquin College, Ottawa, Canada
Amman Arab University, Amman, Jordan
2
E-mail: 1ah.mazhar@yahoo.com, 2mmizher@aau.edu.jo
ABSTRACT
Cloud computing is an information technology model that provides access to system resources with higher level of
services capability. These resources are considered reliable, flexible and affordable for many types of applications and
users. Gaming industry is one filed that gained benefits of cloud computing as new cloud gaming architectures have been
introduced. Many advantages of cloud gaming have affected the success of gaming according to the improvements on
traditional online gaming. However, cloud gaming suffers from several drawbacks such as the huge amount of required
video processing and the computational complexity needed. This paper shows the original system drawbacks and devises
a new and novel algorithm for speeding up the encoding process and reducing the computational complexity.
Improvements on the video codec led to 41% speeding up on the total encoding time with negligible loss of users’
satisfactions.
Keywords: Cloud Gaming, Computational Complexity, Motion Estimation, H.264, Video Encoding
1.
INTRODUCTION
Video gaming is becoming more popular
worldwide as the entertainment spreads widely in
all societies. The Entertainment Software
Association (ESA) reported that about 60% of
Americans play video games regularly [1]. As a
result, the revenue of gaming industry has grownup to reach billions in last few years [2]. This
growth is not the target as most of the game
developers are improving their products to attract
more game players. One of the most attractive
opportunity for the developers is by exploiting
cloud-computing techniques and emerging it with
game development. The main idea is to deploy and
fasten games using clouds that results so-called
cloud gaming. Using clouds to process games
instead of consoles or personal computers would
ends with faster games and wider reach of
customers. Cloud gaming reduces the required
amount of complex computational tasks that need
to be executed on the client side. The huge process
of rendering high definition video sequences would
be conducted on the cloud and dealt with a game as
video (GaV) technique [3].
benefits of implementing cloud computing have
increased the reliability of relying on cloud to
conduct games. Basically, cloud gaming runs the
game as real time application on a remote center and
streams the desired actions to the user’s device [4,
5] as this device is normally limited. In this
technique, the user’s device is only required to
process limited amount of data that related to user
actions and controlling but not required to process
or rendering any video sequences. All videos are
streamed to the client as video sequences and no
need to render it. User needs only a video decoder
to show the received game sequences. Users also
receive the communication messages and
instructions from the game server. This trend of
cloud gaming was devised to minimize the
dependency on the user’s hardware. The main
requirement to a successful enjoyable cloud game is
the high-speed internet connection. Providentially,
high speed internet is now available in most places
around the world [6]. Although this technique
reduces the processing load on the user side, a huge
amount of data is to be communicated and a lot of
bandwidth would be consumed.
Cloud gaming term has spread and become one of
the most popular terms in on-line gaming. The
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Journal of Theoretical and Applied Information Technology
30th September 2020. Vol.98. No 18
© 2005 – ongoing JATIT & LLS
ISSN: 1992-8645
www.jatit.org
The cloud gaming technique has many benefits to
game developers, game service providers as well as
gamers. The developers will guarantee that no
piracy is threatening their games as the game is not
downloaded. The service providers will gain more
demand on their services and devise a new business
model. Finally, gamers have many benefits such as:
gaining access to the games anytime, saving money
as they will not be required to upgrade their
hardware in short periods and conducting
tournaments and game sharing are easier and
cheaper [7]. The CloudUnion is a successful
example of cloud gaming platform. After users
downloaded the client, the CloudUnion streams the
game as video in different resolutions. The
minimum bandwidth required is 2Mbps which is
available in most countries worldwide. However, 6
Mbps will guarantee high quality game streaming
[8].
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performing parts of the operations on the cloud side
while others on the client side. Cognitive Resource
Allocation (CRA-GaaS) is the architecture of this
cloud gaming scheme. According to system
situation, the cloud gaming architecture would be
able to combine the processes that can be
distributed to execute through the network. The RRGaaS is considered the most popular and mature
model over other models. OnLive and Sony
(Gaikai) are ones of the most popular and leading
cloud gaming companies that use RR-GaaS.
Many benefits are expected from using RR-GaaS
cloud gaming for both developers and players [10].
Unfortunately, many drawbacks are still limiting
this approach from being the optimal solution.
Computational complexity is one of the main
drawbacks. That is a logical reason because of the
huge amount of processing that need to be done on
the cloud. Running the game, updating the scene,
controlling and encoding are all time-consuming
processes that are required from the cloud to be
achieved in real time.
As a gaming cloud serves huge number of players,
any minor reduction in the performance will be
raised to be huge and serious problem when
multiplied by thousands of real-time players at the
same time. Vitally, the encoding time reduction will
help reducing the processing and responding delay
and power consumption. Encoding time reduction
is crucial as it will not only affect processing time
itself, but also will reduce clock frequency which
decreases power consumption [11].
As cloud gaming term has a unified idea of
exploiting the cloud to improve gamers enjoyment.
However, structures of exploiting this cloud is
implemented in different ways. Three main
categories can be illustrated in this field [9]. The
first category depends on rendering all the
computational operations at the server side. These
operations contain gaming logic and video
(rendering, capturing, encoding and streaming).
This category is known as Remote Rendering GaaS
(RR-GaaS). The client is not required to process
any part of the game. It is only required to receive
the video of the game, decode it, and display it to
the user. The lower computational process on the
client side is a major advantage of this technique.
However, client may suffer from the end-to-end
delay.
Several scenarios have been proposed to improve
the computational cost. In [12], the complex
computational steps have been categorized in four
smaller
categories:
packetization,
format
conversion, video encoding and memory copy. This
research showed that up to 52% of the game
processing time is from the video encoding process.
The second category relies more on the client side.
Local Rendering GaaS (LR-GaaS) is the technology
where the terminal is responsible for the whole
processing operations. These operations include
video coding/decoding and streaming. The
limitations of this approach can be the high demand
on the client capability to perform the real-time
rendering of a game scene. These capabilities are
mainly the power consumption and time
complexity. The third category is a scenario of
In [13], an investigation of speeding up the cloud
gaming operations at the server side has been
conducted. The mechanism focused mainly on
accelerating power intensive process of video
encoding using any available information about a
game object on the game engine. The results
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30th September 2020. Vol.98. No 18
© 2005 – ongoing JATIT & LLS
ISSN: 1992-8645
www.jatit.org
showed the motion estimation is the most timeconsuming process and the most power wasting
step. Applying recent video codecs such as H.264
lead to about 8.86% acceleration of the whole
gaming process.
2.
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These researches have proposed mainly to reduce
the computational complexity of video encoding
process in general. They expected that will
automatically reduce the computational complexity
of the cloud gaming overall. Although this is correct
somehow, it is still not able to consider the special
characteristics of the cloud gaming. For example,
they did not show any concern about using the side
information that normally come with compressed
bitstream in games. Better solutions are more likely
to consider all encoded information from the
streamed and gained from game scenes.
RELATED WORKS
The computational complexity is severely
challenging the RR-GaaS architecture of game
clouding. Games are developed every day in all
sides: graphics, actions and resolution. Each one of
these factors plays an important key on rendering
and encoding time increase. However, several
works have been done on scenarios to reduce the
encoding time for H.264/AVC and HEVC video
codecs. Some other works focused on the
computational complexity of the cloud gaming
system and how to maintain it at the minimum. As
the core of this research is to devise an improvement
to the cloud gaming system, this section will present
these works and summarize their main ideas.
The computational complexity of cloud gaming has
been considered in several researches. Using runtime graphics rendering context, the real-time video
encoding process has been monitored and analyzed
in [19]. The idea based mainly on selecting set keyframes and exploited the 3-D Warping algorithm to
interpolate internal non-key frames. In [20], the
depth map from the game engine has been used to
avoid the motion estimation process. In [21], the
depth information has been also used but this time
to increase the motion selection step of the codec
H.264/AVC. The authors of [22] proposed an idea
to adjust parameters based on the cloud capability.
This will exploit the available complexity to meet
the complexity provided by the cloud gaming. In
[23], authors devised a prioritization method to
reduce the power needed for processing. The main
idea based on removing objects with less
importance to the scene.
The real-time video encoding is one challenge since
the H.264/AVC has been introduced. Since most
games in the market nowadays are online gaming or
require live streaming, encoding, decoding and
power consumption were monitored and researched
to be improved. In [13-18], ideas on reducing the
computational complexity of H.264/AVC and
HEVC were suggested. The ideas in these works
focused on two main steps, these steps can be
summarized into: motion estimation and mode
decision. They claimed that these two factors affect
the overall computational time severely. Some of
these research techniques have been suggested to
reduce the number of motion estimation search and
then save the total encoding time. Other part of
these works focused on the mode decision in
different conditions to achieve significant speeding
up of the encoding total time, also the
computational complexity of real-time applications
using H.264/AVC encoding system. Final group of
the above researches have devised methods by
adjusting encoding parameters to adapt the
computational complexity of the encoder to the
available resources.
3.
PROPOSED METHOD
In this paper, a new idea was devised to exploit the
side information from the game engine and either
skip or process it based on some critical conditions.
The proposed idea is more comprehensive than
other researches as it considers the macroblock
location. Both foreground and background
macroblocks would be processed and performed
based on its location. For each macroblock in a
foreground object, the object movement is detected
and compared to the predicted motion vector. As a
result of this prediction, three scenarios can be
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30th September 2020. Vol.98. No 18
© 2005 – ongoing JATIT & LLS
ISSN: 1992-8645
www.jatit.org
3.1
achieved: skip the motion estimation process,
perform the motion estimation process with some
restrictions, or perform the normal motion
estimation process. The background macroblocks
are also considered in this research. The motion
estimation for these macroblocks has been
accelerated. A background motion vector is used for
comparison with the motion vector that already
predicted. The three scenarios of motion estimation
process will also be applied here for the difference
between the background motion vectors and the
predicted ones.
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Foreground Macroblocks
As an initial step, each MB location is checked. The
MBs that are located inside the border of any game
object is considered as foreground macroblocks.
After a macroblock is classified as a foreground
MB, its movement is checked to examine if its less
than the Low Threshold (L-Th), if so, it will be
classified as close MB. However, if it is more than
L-Th, it would be again examined if its less than the
High Threshold (H-Th), if so, it will be classified as
average. If the movement is above the H-Th, the
MB will be classified as far.
The next stage is to run the motion estimation (ME)
for the examined MB. The ME of each MB is
skipped if its classified as close. However, the MB
will be going through a refinement ME if it is
classified as average. Finally, if the MB is classified
as far, that means the MB needs to go through the
normal ME process.
The conventional block diagram cloud gaming
system relays on performing the gaming operations
on both sides, the client and the cloud. The client
side is responsible for only collecting the user
interactions and decoding the received bitstream
from the server side. However, the server side is
responsible to run the game logic, render the game
objects and deal with frame by frame encoding with
the video encoder. All these computational tasks are
to be done on the server side. In such cases, the
power consumption is a huge challenge on both the
cost and ability if the game provider deals with huge
number of players. One more challenging in such
cases, the server side performs the compression
process without any information about the game
objects. Although some side information about
objects sizes and locations are available, it is not
exploited to facilitate the compression operations.
Somehow, this information can be used to skip
some of the complex encoding operations.
3.2 Background Macroblocks
The MB is considered as a background MB if it is
not located inside any borders of any game objects.
As a worst case, the game engine would not provide
any information about the background nor its
movement. Our proposed algorithm is designed to
deal with such cases. However, if the game engine
provides the required information, the algorithm is
adapted to exploit this information. Although, this
will improve the overall processing time, the
proposed algorithm can deal with no game engine’s
feedback using a novel technique.
Considering the observations above, we propose a
new technique to exploit the object’s information
available at the encoder side. The main goal is to
reduce the computational time with minimum
bitrate increase and as low as of the quality
degradation. To achieve the goal, two modifications
have been introduced. A fast H.264 AVEC
encoding proposed in [17] has been exploited to
speed up the process. In addition, two paths have
been used to detect and improve the encoding
process, foreground and background MBs baths are
considered in the study. The enhanced H.264 codec
used is fully describe in [17], however, the paths are
described in the following subsections.
Initially, the background MB that is currently in
process needs to be checked if it is also located in
the background of the reference frame. In addition,
the current MB is checked if it was located behind
any other objects in the previous encoded frame.
After checking the previous criteria, if the MB is not
a background MB in the previous frame, the normal
ME is conducted as full search method. Otherwise,
a ME for the current MB is performed based on the
background ME with considering the motion
vectors for all MBs. In case of an early MBs in a
frame, where no motion vectors to be considered,
the normal ME will be used. After few MBs, motion
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Journal of Theoretical and Applied Information Technology
30th September 2020. Vol.98. No 18
© 2005 – ongoing JATIT & LLS
ISSN: 1992-8645
www.jatit.org
vectors will be extracted and used through similar
steps as in foreground MBs.
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if the MB is located inside a game object border, if
so, another test is conducted to check in which
threshold the MB is classified. The ME is chosen
based on the level of the threshold. However, if the
MB is located inside a previous frame’s background
and not in a game object, two different thresholds
are examined, and the ME is chosen accordingly.
Finally, if the MB is not considered in any of the
two previous cases, a normal ME is conducted.
Figure 1 shows the steps that our algorithm uses at
the video encoder side. This process is performed
for each MB and for all available modes of each
MB. Based on the case of a MB, the ME can be
skipped for some modes but performed for another.
The first step in the proposed algorithm is to check
Figure 1 Flowchart of the proposed algorithm
To evaluate the performance of the proposed
algorithm, several experiments were performed.
The H.264 video codec was chosen as a reference
software. The experiments considered several types
of video sequences that cover different bitrates and
resolutions. The chosen parameters of the H.264
codec are shown in Table 1.
One important factor that can play an essential role
in the outcome of the proposed algorithm, is the
value of the thresholds. However, these values can
be adjusted in initial steps for any specific encoder
and depend on the video type or the desired output.
The values of the threshold parameters are
discussed in section 4, we proposed and used these
parameters for the experiments we have done using
the H.264 codec.
4.
Table 1 Parameter Setting Of The Encoder
Profile
Level
Number of coded frames
EXPERIMENTAL RESULTS
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Baseline
3
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Number of reference
frames
Search range
RDO
Quantization Parameters
www.jatit.org
demography, the demographic
represented in Table 2.
3
256
On
28, 30, 32, 34 and
36
For fairness, we conducted the tests and reported
the amount of obtained acceleration compared to a
state-of-the-art research [13]. On the other hand, we
addressed the negative effects of the proposed
algorithm on the bitrate increase and quality loss
sides. The subjective and objective quality metrics
were used to ensure the improvement obtained by
the proposed method.
4.1
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analysis
is
Table 2 Demographics Of Subjective Participants
Gaming experience
Bad Poor Fair Good Excellent
9
8
33
33
17
Monthly game play
≤5 6-10 11-20 21-30
>30
25
33
26
8
8
Gaming platform (already played
on)
PC Consol Tablet
Cell phone
e
42
92
58
75
Secondly, we asked participants to score their
evaluations on nine different sets of video
sequences from the three selected games. Each
game has been encoded with three different bitrates
as shown in Table3.
Subjective Measurements
The subjective quality assessment has been
performed based on the Double Stimulus
Continuous Quality Scale Method, ITU-R [24]. The
scenarios for subjective and objective methods are
used. The users’ demographic, the methodology
and evaluation of tests are also discussed.
Table 3 Selected Bitrates For MOS
Rate 2
Rate 3
Game Name Rate 1
(Kbps) (Kbps) (Kbps)
1100
800
AquariumTo 1600
y
2400
1600
DeathBallTo 3200
y
2700
2200
1700
TruckToy
Each set of coded sequences have been coded using
the traditional encoding method and our proposed
method. To make the results more accurate, we
encoded a 60 second video sequence with 1800
frames for each bitstream. Participants must rate the
quality as Excellent, Good, Fair, Poor or Bad. They
must score in each set of video sequences. The
video sequences have been displayed at their
original resolution to eliminate any possible
distortion that may occur as a result of any scaling.
The participants’ viewing distance was determined
to be four times than the screen size as
recommended in [24].
Three games were used for evaluation, Aquarium
Toy, Death Ball Toy and Truck Toy. All games
were tested for both scenarios, the conventional
method using H.264 and our proposed method
using the improved H.264 [17]. All necessary
game’s information and encoding settings have
been chosen, evaluated, and sent to the video
encoder. In addition, the background is also
considered and sent to the video encoder, however,
no further information is provided by the game
engine. In term of capturing the game video, the
FRAPS software was used as game scene capturer
[25]. The capturing criteria were performed using
30fps and quarter pixel motion estimation. For
video encoding, the reference software of H.264
was used with the determined thresholds mentioned
above.
Firstly, we asked 20 users as participants in the
study. The participants were students at college
levels and they have no experience in video
compression or assessment. The participants were
asked questions to categorize them based on the
Finally, the Mean Opinion Score (MOS) was used
as the subjective quality metric for both the
conventional and proposed methods. The MOS for
each combination methods and setting is calculated
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as an average of all MOS of all participants. The
results of all MOS are shown in Table 4. As its
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clearly shown, the MOS of the proposed method is
about 9.23% less than the conventional coding one.
Table 4 Subjective results - MOS
AquariumToy
DeathBallToy
Rate Rate Rate Rate Rate
Rate
1
1
2
3
2 3
4.53
Conventional 4.71 4.52 4.97 4.89 4.76
3.71 3.86 3.31 3.99 4.01
4.07
Proposed
Moreover, the results of the proposed method
showed consistent performance over the three
different rates chosen for the experiments. The
average quality of the proposed method degrades
negligibly by less than 0.3 dB compared to the
conventional full method. Both the PSNR and the
dB are an evidence on the high performance of the
proposed method. As the motion estimation process
is mainly performed for finding the best block, the
entropy coding is used to calculate the residual
between current and reference block.
4.2
TruckToy
Average
Rate Rate
Rate
Change
(%)
1
2
3
4.85 4.63
4.69
4.09 4.07
3.99 9.23
the initial simulation process again. However, the
threshold parameters are not changeable after the
simulation process. For performance, the proposed
method are evaluated and tested in different
settings. Table 1 shows the parameter settings that
used in the video encoder in order to conduct the
evaluation performance. The captured videos are
coded using Baseline with five different QP values
and 100 coded frames.
The proposed method showed significant speed up
compared to the conventional scheme. The total
encoding time for the three selected video scenes
are shown in Figure 4. As it illustrated in the figure,
the total encoding time after implementing the
proposed method is speeded up by up to 18% over
the selected QPs. The significant speeding up of the
ME for the proposed method is shown in Figure 5.
As its clearly illustrated, the speed of the ME is
increased by up to 42% and significantly
outperformed the conventional encoding method.
Objective Measurements
The conventional compression method is illustrated
in Figure 2 and the proposed method is illustrated
in Figure 3. The Torque2D is described in [23], this
method is used as the testing game engine. The
same three games as in subjective metric also used
for the objective testing. For each game, an object
has been chosen and sent to the video encoder. In
addition to the selected object, the background is
taken into consideration for speeding up. However,
the information about the background is not
provided by the game engine. The game scenes are
captured in order to be sent to the encoder by
FRAPS software [25]. The capturing frame rate was
set to 30fps. The H.264 reference software of full
search is used for video encoding. To conduct the
experiments, the thresholds are defined as follows:
T1=20, T2=10, T3=2 and T4=10. The mentioned
thresholds are to be determined; an initial
simulation process needs to be conducted first on a
set of video sequences outside the specified
evaluation pool. The simulation process should
contain vary contents and bitrates. The thresholds
for any other video codecs need to be adjusted using
The Rate-Distortion (RD) performance for the
proposed method, conventional method and the
comparison are shown in Figure 6. Greatly, the
proposed method has achieved a close RD
performance to the conventional method with
negligible amount of increment. The proposed
method adopted a technique to reduce the quality
degradation occurred as a result of the missprediction. As a conclusion, losing less than 0.1
PSNR with achieving up to 18% speeding up
compared to the conventional method should be a
negligible issue.
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ISSN: 1992-8645
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E-ISSN: 1817-3195
User
Interaction
Game Engine
Commands
Object Info
Rendering
Rendered
Scene
Video
Decoder
Video
Bitstream
Video
Streaming
Compressed
video
Video
Encoder
Server Side
Client Side
Figure 2 Conventional Compression Method
User
Interaction
Game Engine
Game
Info
Object
Info
Interface
Video
Bitstream
Video
Streaming
Compressed
video
Game
Engine
Info
Initializer
Objects Objects
Motions Boundary
Video
Decoder
Game Scene
Game
Commands
Video
Encoder
Rendering
Video
Encoder
Raw
Video
Server Side
Client Side
Figure 3 Diagram of the Proposed Method
Figure 4 Encoding Time Speedup Compared to the Conventional Method
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Figure 5 Motion Estimation Compared to the Conventional Method
Figure 6 Rate Distortion Performance Compared to the Conventional Method
5.
CONCLUSION
improvement also achieved. The experiments
showed that the proposed method is able to speed
up the motion estimation by up to 43% and the
encoding time up to 18%. One big benefit of the
proposed method is the capability of implementing
it inside any game object and with any video
encoder with minimal required modifications.
However, supporting different type of game objects
such as 3D objects may need more investigations
and could be one of the future work areas.
A new accelerated cloud gaming encoding
technique was proposed in this research. The
information of a game object inside the game
engine was exploited to achieve this acceleration. In
particular situations, this game object information
was used in the video encoder to skip the timeconsuming motion estimation process. In addition,
the macroblocks are classified either as foreground
or background macroblocks. In case of a
macroblock is considered as a background one,
some criteria to be checked, if met, the motion
estimation is accelerated and the quality
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