An Opinion Paper: Investigating Quality of Service Concerning the RFB Protocol and its Application in Cloud Gaming

An Opinion Paper: Investigating Quality of Service Concerning the RFB Protocol and its Application in Cloud Gaming

Fash Safdari (School of Computing, Creative Technologies and Engineering, Leeds Beckett University, Leeds, UK)
DOI: 10.4018/IJOCI.2017040104
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Abstract

Remote Framebuffer (RFB) protocol is a simple protocol for remote access to graphical user interfaces. The use of the RFB protocol has been developed as a means of streaming content, alleviating much of the processing requirements of games for the end user. Cloud gaming is currently an area of the gaming industry gaining large amounts of ground with respect to the potential viability in the future. Understanding how QoS can affect the development of cloud gaming, as well as the metrics involved, and how these metrics affect areas surrounding QoE could help aid developments in cloud gaming as an extremely viable process in the future.
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2. Review Of Literature

In this section a review of literature will commence, including a number of different types of literature. These will include scholarly literature such as journals, as well as trustworthy articles, blogs, and magazines for instance. The literature used will support what research is required to begin to understand the processes behind the investigation.

2.1. The RFB Protocol

Firstly, it’s important to begin to understand how the main protocol in question works, so that later on simulations can be carried out mirroring how the protocol functions.

The RFB protocol (Also known as the VNC Protocol) was firstly developed as a means viewing graphical user interfaces remotely. As suggested by Richardson (2011) because it is used at the frame-buffer level, it can be used on a wide ranging number of systems and devices, including both Windows and Macintosh. He goes on to suggest that there are two main areas in respect to how this works. This Protocol works between an RFB client and server, the user side being the client; whereby users can control what they see being sent by the RFB server via their input hardware e.g. keyboard and mouse on the client side. Pixel data is sent via the server side, and is updated via a ‘frame-buffer update’ which constantly updates the client from the server side, in conjunction with inputs from the client side.

Figure 1 shows the RFB protocol in action in a simple form Quazoo.com (2013).

Figure 1.

RFB protocol in action, Quazoo.com (2013)

From the diagram it can be understood how the protocol works in essence.

The process can run over any type of reliable transport, for instance by means of TCP/IP as suggested by AT&T Laboratories Cambridge (1999).

As further stated by AT&T Laboratories Cambridge (1999) which goes onto support that the protocol has been designed in such a way as to mean that requirements to run the process can be done on a range of hardware, and involving the client on such hardware has been designed with simplicity in mind.

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