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Advancing the Gaming Industry through Hybrid Computational Strategies

Bakshi, Nipun (2024) Advancing the Gaming Industry through Hybrid Computational Strategies. Masters thesis, Dublin, National College of Ireland.

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Abstract

Real time frameworks of the gaming industry are persistent in challenges: latency, bandwidth limitations, scale and high costs. These issues mess up the user experience and slow down the game developer’s efficiency, hence making them to have need of innovative solutions. This research considers these challenges and addresses them by leveraging hybrid cloud computing which integrates local, edge, and cloud resources. This study is motivated by the need for scalable, cost-efficient gaming platform that can offer high performance without relying too much on localized hardware. In this study, a hybrid cloud gaming model is proposed, whereby the workload is partitioned, and the gaming clusters are placed in an edge cloud to achieve lower latency, faster server response times, and more efficient resource utilization. To evaluate the model, latency, frame rate, and bandwidth usage performance metrics in various configurations were analysed, showing significant improvements over local only and cloud only frameworks, specially reducing latency by more than 55% and FPS (frame rate per second) jitter rate is brought close to 1% which means smoother visual performance. Also, bandwidth usage was minimal as the hybrid consumed only 24.6 KB/s while cloud used only 371.2 KB/s. The results suggest that hybrid cloud computing not only improves game efficiency but also responded to current gaming industry's trend of scalability and user centricity. It is expected that in real-world applications, this model provides a cost effective and extensible solution for solving gaming performance issues faced by game developers, gamers, and cloud service providers. But new work is required to refine it for scalability and investigate how to integrate with numerous emerging technologies to spur sustainability in the gaming industry.

Item Type: Thesis (Masters)
Supervisors:
Name
Email
Samarawickrama, Yasantha
UNSPECIFIED
Subjects: Q Science > QA Mathematics > Electronic computers. Computer science
T Technology > T Technology (General) > Information Technology > Electronic computers. Computer science
T Technology > T Technology (General) > Information Technology > Cloud computing
G Geography. Anthropology. Recreation > GV Recreation Leisure > Games and Amusements > Computer Games. Video Games.
Divisions: School of Computing > Master of Science in Cloud Computing
Depositing User: Ciara O'Brien
Date Deposited: 14 Jul 2025 14:51
Last Modified: 14 Jul 2025 14:51
URI: https://norma.ncirl.ie/id/eprint/8086

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