On GPU pass-through performance for cloud gaming: Experiments and analysis

R. Shea, Jiangchuan Liu
{"title":"On GPU pass-through performance for cloud gaming: Experiments and analysis","authors":"R. Shea, Jiangchuan Liu","doi":"10.1109/NETGAMES.2013.6820614","DOIUrl":null,"url":null,"abstract":"Cloud Gaming renders interactive gaming applications remotely in the cloud and streams the scenes back to the local console over the Internet. Virtualization plays a key role in modern cloud computing platforms, allowing multiple users and applications to share a physical machine while maintaining isolation and performance guarantees. Yet the Graphical Processing Unit (GPU), which advanced game engines heavily rely upon, is known to be difficult to virtualize. Recent advances have enabled virtual machines to directly access physical GPUs and exploit their hardware's acceleration. This paper presents a experimental study on the performance of real world gaming applications as well as ray-tracing applications with GPUs. Despite the fact that the VMs are accelerated with dedicated physical GPUs, we find that the gaming applications perform poorly when virtualized, as compared to non-virtualized bare-metal base-line. For example, experiments with the Unigine gaming benchmark run at 85 FPS on our bare-metal hardware, however, when the same benchmark is run within a Xen or KVM based virtual machine the performance drops to less than 51 FPS. In contrast, ray-tracing application fares much better. Our detailed performance analysis using hardware profiling on KVM further reveals the memory bottleneck in the pass through access, particularly for real-time gaming applications.","PeriodicalId":289229,"journal":{"name":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"25","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/NETGAMES.2013.6820614","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 25

Abstract

Cloud Gaming renders interactive gaming applications remotely in the cloud and streams the scenes back to the local console over the Internet. Virtualization plays a key role in modern cloud computing platforms, allowing multiple users and applications to share a physical machine while maintaining isolation and performance guarantees. Yet the Graphical Processing Unit (GPU), which advanced game engines heavily rely upon, is known to be difficult to virtualize. Recent advances have enabled virtual machines to directly access physical GPUs and exploit their hardware's acceleration. This paper presents a experimental study on the performance of real world gaming applications as well as ray-tracing applications with GPUs. Despite the fact that the VMs are accelerated with dedicated physical GPUs, we find that the gaming applications perform poorly when virtualized, as compared to non-virtualized bare-metal base-line. For example, experiments with the Unigine gaming benchmark run at 85 FPS on our bare-metal hardware, however, when the same benchmark is run within a Xen or KVM based virtual machine the performance drops to less than 51 FPS. In contrast, ray-tracing application fares much better. Our detailed performance analysis using hardware profiling on KVM further reveals the memory bottleneck in the pass through access, particularly for real-time gaming applications.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
关于云游戏的GPU直通性能:实验和分析
云游戏在云中远程呈现交互式游戏应用程序,并通过互联网将场景流传回本地控制台。虚拟化在现代云计算平台中扮演着关键角色,它允许多个用户和应用程序共享一台物理机器,同时保持隔离和性能保证。然而,高级游戏引擎严重依赖的图形处理单元(GPU)是很难虚拟化的。最近的进展使虚拟机能够直接访问物理gpu并利用其硬件的加速。本文对现实世界的游戏应用程序以及使用gpu的光线追踪应用程序的性能进行了实验研究。尽管虚拟机使用专用物理gpu进行加速,但我们发现,与非虚拟化裸机基线相比,虚拟机时的游戏应用程序表现不佳。例如,Unigine游戏基准测试在裸机硬件上以85 FPS运行,然而,当相同的基准测试在基于Xen或KVM的虚拟机上运行时,性能下降到51 FPS以下。相比之下,光线追踪应用的表现要好得多。我们在KVM上使用硬件分析进行了详细的性能分析,进一步揭示了直通访问中的内存瓶颈,特别是对于实时游戏应用程序。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
QoE-aware virtual machine placement for cloud games The impact of user, system, and context factors on gaming QoE: A case study involving MMORPGs Network performance measurement framework for real-time multiplayer mobile games Mobile game recommendation using touch gestures Dynamic local lag control for sound synchronization in joint musical performance
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1