Jin Heo, Dolby Laboratories; Vic Wang, Ketan Bhardwaj, and Ada Gavrilovska, Georgia Institute of Technology
In distributed multimedia applications, content is often delivered to users in a degraded form due to network-induced lossy compression. Real-time and interactive use cases like cloud gaming, which render content on the fly, require low latency and are hosted at resource-constrained edge servers. We present a new insight: when rendered content is delivered over a network with lossy compression, high-quality rendering can be ineffective in improving user-perceived quality, leading to a poor return on computing resources. Leveraging this observation, we built Stimpack, a novel system that adaptively optimizes game rendering quality by balancing server-side rendering costs against user-perceived quality. The system uses a mechanism that quantifies the efficiency of resource usage to maximize overall system utility in multi-user scenarios. Our open-sourced implementation and extensive evaluations show that Stimpack achieves up to 24% higher service quality and serves twice as many users with the same resources compared to baselines. A user study further validates that Stimpack provides a measurably better user experience.
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author = {Jin Heo and Vic Wang and Ketan Bhardwaj and Ada Gavrilovska},
title = {Stimpack: An Adaptive Rendering Optimization System for Scalable Cloud Gaming},
booktitle = {23rd USENIX Symposium on Networked Systems Design and Implementation (NSDI 26)},
year = {2026},
isbn = {978-1-939133-54-0},
address = {Renton, WA},
pages = {397--414},
url = {https://www.usenix.org/conference/nsdi26/presentation/heo},
publisher = {USENIX Association},
month = may
}
