Improving quality of service in videogames

I. García, Ramón Mollá · 2005

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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