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FDG
2009
ACM

Motion and scene complexity for streaming video games

14 years 6 months ago
Motion and scene complexity for streaming video games
This work provides detailed measurements of the motion and scene complexity for a wide variety of video games. Novel algorithms to measure motion and scene complexity are presented and then applied to over twenty-five games from a range of game genres. Direct comparisons of motion and scene complexity are made to traditional video, with differences highlighted in order to help thin client systems perform better when streaming video games. Preliminary performance measurements of current thin client systems are presented, evaluating the efficacy of streaming video games in the context of the motion and scene complexity measurements provided.
Mark Claypool
Added 28 May 2010
Updated 28 May 2010
Type Conference
Year 2009
Where FDG
Authors Mark Claypool
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