Despite the growing popularity and advantages of thin-client systems, they still have some important shortcomings. Current thin-client systems are ideally suited to be used with classic office-applications but as soon as multimedia and 3D gaming applications are used they require a large amount of bandwidth and processing power. Furthermore, most of these applications heavily rely on the Graphical Processing Unit (GPU). Due to the architectural design of thin-client systems, they cannot profit from the GPU resulting in slow performance and bad image quality. In this paper, we propose a thin-client system which addresses these problems: we introduce a realtime desktopstreamer using a videocodec to stream the graphical output of applications after GPUprocessing to a thin-client device, capable of decoding a videostream. We compare this approach to a number of popular classic thin-client systems in terms of bandwidth, delay and image quality. The outcome is an architecture for a hybrid protocol, which can dynamically switch between a classic thin-client protocol and realtime desktopstreaming.
Winter et al. REF propose a thin client system designed specifically for streaming and interactive games.
A hybrid thin-client protocol for multimedia streaming and interactive gaming applications
NOSSDAV '06
Computer Science