Eisert, P.P.EisertFechteler, P.P.Fechteler2022-03-102022-03-102007https://publica.fraunhofer.de/handle/publica/356727In this paper, the authors present two techniques for streaming the output of computer games to an end device for remote gaming in a local area network. The authors exploit the streaming methods in the European project Games@Large, which aims at creating a networked game platform for home and hotel environments. A local PC based server executes a computer game and streams the graphical and audio output to local devices in the rooms, such that the users can play everywhere in the network. Dependent on the target resolution of the end device, different types of streaming are addressed. For small displays, the graphical output is captured and encoded as a video stream. For high resolution devices, the graphics commands of the game are captured, encoded, and streamed to the client. Since games require significant feedback from the user, special care has to be taken to achieve these constraints for very low delays. Entnommen aus <a_href="http://www.fiz-technik.de/db/b_tema.htm" target="_blank">TEMA</a>enRendering (Rechnergraphik)Video-Streaminglokales Netz (LAN)InternetPCHotelVideocodierungServer621Remote rendering of computer gamesEntferntes Rendern von Computerspielenconference paper