@article{13219, author = {H{\r a}kon Stensland and Martin Wilhelmsen and Vamsidhar Gaddam and Asgeir Mortensen and Ragnar Langseth and Carsten Griwodz and P{\r a}l Halvorsen}, title = {Using a Commodity Hardware Video Encoder for Interactive Applications}, abstract = {Over the last years, video streaming has become one of the most dominant Internet services. Due to the increased availability of high-speed Internet access, multimedia services are becoming more interactive. Examples of such applications are both cloud gaming and systems where users can interact with high-resolution content. During the last few years, programmable hardware video encoders have been built into commodity hardware such as CPUs and GPUs. We evaluate one of these encoders in a scenario where we have individual streams delivered to the end users. Our results show that the visual video quality and the frame size of the hardware-based encoder are comparable to a software-based approach. To evaluate a complete system, we have implemented our proposed streaming pipeline into Quake III. We found that running the game on a remote server and streaming the video output to a client web browser located in a typical home environment is possible and enjoyable. The interaction latency is measured to be less than 90 ms, which is below what is reported for OnLive in a similar environment}, year = {2015}, journal = {International Journal of Multimedia Data Engineering and Management (IJMDEM)}, volume = {6}, pages = {17-31}, month = {07/2015}, publisher = {IGI Global}, issn = {1947-8534}, doi = {10.4018/ijmdem.2015070102}, }