A real-time streaming games-on-demand system

Theofilos Karachristos, Dimitrios Apostolatos, D. Metafas
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引用次数: 9

Abstract

The present paper introduces a new notion of a Games-on-Demand service. Each game is executed on a game server situated in the vendor's premises and the game's visual output is streamed to the subscriber's client in real time via any broadband network, preferably a DSLAM. Correspondingly, the subscriber's response is streamed back to the game server and fed into the game's process, in order to produce the game's new state. Since no gaming data are installed or saved on the subscriber's client, there is no need for the subscriber to acquire and frequently upgrade a powerful machine. Also, the subscribers have the freedom to use the operating system of their choice, regardless of the game they want to play. Moreover, the service can be provided even to users with little or zero basic computer knowledge.
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实时流媒体游戏点播系统
本文介绍了游戏点播服务的新概念。每个游戏在位于供应商场所的游戏服务器上执行,并且游戏的视觉输出通过任何宽带网络(优选DSLAM)实时流式传输到订阅者的客户端。相应地,订阅者的响应被流回游戏服务器并输入到游戏进程中,以产生游戏的新状态。由于订阅者的客户机上没有安装或保存任何游戏数据,因此订阅者不需要购买并频繁升级功能强大的机器。此外,用户可以自由选择操作系统,无论他们想玩什么游戏。此外,该服务甚至可以提供给很少或没有基本计算机知识的用户。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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