DocumentCode
2175052
Title
On GPU pass-through performance for cloud gaming: Experiments and analysis
Author
Shea, Ryan ; Jiangchuan Liu
Author_Institution
Simon Fraser Univ., Burnaby, BC, Canada
fYear
2013
fDate
9-10 Dec. 2013
Firstpage
1
Lastpage
6
Abstract
Cloud Gaming renders interactive gaming applications remotely in the cloud and streams the scenes back to the local console over the Internet. Virtualization plays a key role in modern cloud computing platforms, allowing multiple users and applications to share a physical machine while maintaining isolation and performance guarantees. Yet the Graphical Processing Unit (GPU), which advanced game engines heavily rely upon, is known to be difficult to virtualize. Recent advances have enabled virtual machines to directly access physical GPUs and exploit their hardware´s acceleration. This paper presents a experimental study on the performance of real world gaming applications as well as ray-tracing applications with GPUs. Despite the fact that the VMs are accelerated with dedicated physical GPUs, we find that the gaming applications perform poorly when virtualized, as compared to non-virtualized bare-metal base-line. For example, experiments with the Unigine gaming benchmark run at 85 FPS on our bare-metal hardware, however, when the same benchmark is run within a Xen or KVM based virtual machine the performance drops to less than 51 FPS. In contrast, ray-tracing application fares much better. Our detailed performance analysis using hardware profiling on KVM further reveals the memory bottleneck in the pass through access, particularly for real-time gaming applications.
Keywords
cloud computing; computer games; graphics processing units; interactive systems; ray tracing; rendering (computer graphics); virtual machines; virtualisation; GPU pass-through performance; Internet; KVM based virtual machine; Unigine gaming benchmark; bare-metal hardware; cloud computing; cloud gaming; game engines; graphical processing unit; hardware acceleration; hardware profiling; interactive gaming applications; physical GPU; physical machine; ray-tracing applications; real world gaming applications; real-time gaming applications; rendering; virtual machines; virtualization; Benchmark testing; Cloud computing; Games; Graphics processing units; Hardware; Virtual machining; Virtualization;
fLanguage
English
Publisher
ieee
Conference_Titel
Network and Systems Support for Games (NetGames), 2013 12th Annual Workshop on
Conference_Location
Denver, CO, USA
Type
conf
DOI
10.1109/NetGames.2013.6820614
Filename
6820614
Link To Document