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Improving quality of service in videogames

Published: 15 June 2005 Publication History

Abstract

Every object in a videogame has different aspects to simulate as behavior, physics, graphics or sounds. Every aspect requires its own Quality of Service (QoS) levels (complexity and sampling). Traditional videogames follow a scheme of continuous coupled simulation. This rigid scheme does not allow to define a specific QoS sampling frequency. It is defined implicitly for the whole system and it is hardly dependent on the videogame, system load and the machine characteristics. A discrete simulation paradigm allows to define a private QoS criteria for each aspect of each object in the videogame. This discrete system allows a Smart System Degradation (SSD) and may redefine the objects QoS while the videogame is running. Objects may adapt its QoS based on the system status or on local performance degradation. This paper shows the results of the transformation of a continuous simulation videogame kernel (Fly3D) into a discrete one by integrating the discrete event simulator DESK.

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    cover image ACM Other conferences
    ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
    June 2005
    511 pages
    ISBN:1595931104
    DOI:10.1145/1178477
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 15 June 2005

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    Author Tags

    1. computer games
    2. quality of service
    3. simulation
    4. simulation applications on games

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