The rise of cloud gaming makes interactive 3D applications an emerging type of data center workload. However, the excessive rendering in current cloud 3D systems leads to large gaps between the cloud and client frame rates (FPS, frames per second), thus wasting resources and power. Although FPS regulation can remove excessive rendering, due to the highly-varying frame processing time and the use of rendering delays, existing cloud FPS regulation solutions have low FPS and slow motion-to-photon (MtP) latency, causing violations of Quality-of-Service (QoS) requirements.
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Liu et al. (2024) studied this question.
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