High-density Mobile Cloud Gaming on Edge SoC Clusters
summary
Claims a system that packs more mobile game sessions onto servers of stacked phone SoCs by doing pre-run game partitioning, pushing rendering work across SoCs while preserving GPU rendering intents, and using NPU-enhanced coordination to up- or downscale frames. Implements a Unity plugin, runs on a 16× Snapdragon 865 SoC cluster with 1 Gbps links, reports up to 4.5× higher session density, 54→52 FPS average drop on one title, 22% higher GPU load vs dedicated, and ~16% of sessions use frame super-resolution; code is open source.
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chapters (12)
- 0:00Mobile cloud gaming challenges
- 1:28How cloud gaming works
- 3:14SoC cluster limitations
- 5:25Optimizing GPU resources
- 6:10Limitations of game partitioning
- 7:34SFG system and partitioning
- 9:43Two-stage GPU coordination
- 10:48SFG implementation details
- 11:29Evaluating partitioning effectiveness
- 12:12Game deployment improvements
- 13:58Frame super resolution evaluation
- 14:42Conclusion and future work
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