cloud gaming usa'12 - osman kent presentation

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Fixing Cloud Gaming “It is 3me for Cloudgaming 2.0” Cloud Gaming USA – 11 September 2012 Osman Kent CoFounder – Approxy CEO Numecent www.approxy.com www.numecent.com

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Osman Kent's presentation for Approxy Inc. at the Cloud Gaming USA conference, San Francisco, 11 September 2012

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Page 1: Cloud Gaming USA'12 - Osman Kent presentation

   

Fixing  Cloud  Gaming    

“It  is  3me  for  Cloudgaming  2.0”      

Cloud  Gaming  USA  –  11  September  2012    

Osman  Kent  Co-­‐Founder  –  Approxy  

CEO  -­‐  Numecent    

www.approxy.com  www.numecent.com  

Page 2: Cloud Gaming USA'12 - Osman Kent presentation

   

:: About me….!

■ CEO of Numecent and Co-Founder of Approxy"■  Approxy is a spin-out from Numecent"

■ Previously co-founder & CEO of 3Dlabs – $1Bn NASDAQ company"■  We were one of the fathers of 3D graphics and the GPU on the PC"■  Approxy CEO and co-founder Dr Ahiska was 3Dlabs’ co-founder as well"

 

■ Became CEO of Numecent in Jan 2011"■  Numecent invented cloudpaging and application streaming with virtualization"■  And holds the 10 battle-tested and foundational US patents in this field"

■ Enabled recent spin-out of Approxy from Numecent"■  Approxy is focused on transforming cloud gaming"

"

Page 3: Cloud Gaming USA'12 - Osman Kent presentation

   

:: About us! Two sister companies – one shared vision! Fric7on  free  delivery  of  so<ware  from  the  cloud  

•   Inventor  of  cloudpaging  •   Patented  and  disrup4ve  technology    •   Fric4on-­‐free  delivery  of  na4ve  apps  from  the  cloud  •   Numecent  is  focused  on  professional  and  business  apps  

•   White-­‐label  provider  of  cloudpaging  for  ‘cloud  gaming’  •   Has  its  own  addi4onal  patents  •   Fric4on-­‐free  delivery  of  games  from  the  cloud  •   Approxy  is  focused  on  game  applica4ons  

Page 4: Cloud Gaming USA'12 - Osman Kent presentation

   

We  both  came  out  of  stealth  in  March  2012  ::  with  a  bang  ::  

 

   

Page 5: Cloud Gaming USA'12 - Osman Kent presentation

   

”Pure  freaking  magic”  

”Makes  any  app  a  Web  app”  

”Instant  gra3fica3on”  

”Have  not  seen  anything  like  this  before”  ,    

“As  fast  as  the  real  thing,  even  over  3G”  

”Blew  my  mind”  

 “BLOWN  AWAY        could  change  the  en3re        soVware  industry”    “magic  is  the  term  to  describe  this”  

”Streaming  gets  a  new    face  with  cloudpaging”    “massive  poten3al  for  enterprise  users”  

Page 6: Cloud Gaming USA'12 - Osman Kent presentation

   

This  is  why  we  became  a  big  story    

::  we  are  a  founda3onal  enabler  for  Cloud  2.0  ::    

(and  Cloudgaming  2.0  by  inference)  

   

Page 7: Cloud Gaming USA'12 - Osman Kent presentation

   

Fat Cloud with GPUs Thin-client with no GPU

Fat Pipe with no latency

These assumptions shaped the initial concepts of ‘cloud gaming’!

:: Cloud 1.0 – misguided assumptions! Throw everything on the cloud and hope it will stick!

Page 8: Cloud Gaming USA'12 - Osman Kent presentation

   

:: This propagated the thin-client myth! Yet your smartphones and tablets are NOT thin clients !!

■ Soon there will be billions of GPUs on earth "■  Moore’s law marches on – client devices are becoming more capable"■  nVidia recently said that GPUs in Tegra’s will soon be faster than consoles today"■  It does not make sense to cram these again into server rooms"

!Perhaps we got confused with ‘physical thinness’

!

"

PCs"are remaining fat"

SmartTVs "are getting fatter"

Mobile Devices"are getting even fatter"

Page 9: Cloud Gaming USA'12 - Osman Kent presentation

   

Sensible Cloud Sensible Client Sensible Pipe

A new balance between the cloud and the client!

:: Cloud 2.0 – reality sets in! A balanced approach between the cloud and the client!

Page 10: Cloud Gaming USA'12 - Osman Kent presentation

   

:: Let me debunk a cloud myth too! Cloud is NOT about doing everything on the server side!!■ HTML5, WebGL etc. are all about a stronger client!■  The client is reclaiming its position of power"

"■ Off-lining is an important user requirement!■  We cannot rely on internet all the time (at least not yet globally)"■  The mobile App revolution shows that user love local power"

"■ That’s why Dropbox is a beautiful cloud computing experience!■  Sits natively on my PC or Mac – even offline"■  Syncs seamlessly to the cloud without me looking"■  ‘Platform Shifted’ selectively to phones and tablets – as an app"■  Managed by me ‘in the browser’ from the cloud"■  No one argues that ‘Dropbox’ is not a cloud company "

"

Page 11: Cloud Gaming USA'12 - Osman Kent presentation

   

“We  are  to  games,  what  Dropbox  is  to  data”    

   

Page 12: Cloud Gaming USA'12 - Osman Kent presentation

   

let’s  get  back  to  “Fixing  Cloud  Gaming”  

 Is  it  really  broken?  

     

 

???  

Page 13: Cloud Gaming USA'12 - Osman Kent presentation

   

(Verba7m  from  my  Cloud  Gaming  Europe  Keynote  in  January  2012)    

It  is  misunderstood,  topologically  challenged,  

technically  challenged.  business  model  challenged,  

geographically  challenged,  &  patent  challenged  

 There  is  imminent  and  present  danger  of  failure  

???  

Page 14: Cloud Gaming USA'12 - Osman Kent presentation

   

:: Cloud gaming - what is being delivered?! It should be about delivering the best user experience - period!!

■ It is obviously about internet delivery of games"■  But the terminology and the technology are somewhat misunderstood"■  Is cloud gaming == pixel streaming?"

"■ What provides the best user experience – friction free"■  Pixels from the cloud?"■  Downloads from the cloud?"■  Or code from the cloud "

"

Pixels?" Code?" Full Downloads?"

Page 15: Cloud Gaming USA'12 - Osman Kent presentation

   

:: Cloud gaming - where are we delivering to?! There is a lot of confusion about the platforms too!!

■ Cloudgaming delivers PC games to PCs – really?"■  But this is now being augmented by other devices"■  PC games on the iPad or SmartTVs always seem to grab the headlines"

 

■ New platforms are rapidly gaining their own content"■  iOS devices are rapidly becoming a dominant native platform"■  GPUs in those devices are similar to PCs a few years ago"

"

PCs?" TVs?" Tablets?"

Page 16: Cloud Gaming USA'12 - Osman Kent presentation

   

Cloudgaming  1.0    is  full  of  severe  fric3on  points  

 (and  some  thought  pixel  streaming  would  be  the  savior)  

       

 

???  

Page 17: Cloud Gaming USA'12 - Osman Kent presentation

   

let  me  share  some  history  first    

“origins  of  pixel  streaming”        

 

Page 18: Cloud Gaming USA'12 - Osman Kent presentation

   

:: Pixel streaming at 3Dlabs in late 90s! Was driven by platform shifting needs….!!

■ It is always difficult getting native games on a new platform"■  Platform shifting solved the problem (still does today)"

 ■ We were way ahead of our time"■  Were hampered by bandwidth, latency etc."■  But we time-shared one GPU for multiple clients"■  It was also a way of selling expensive GPUs J "

"

3Dlabs  GPU  EDGE  Servers  

PC Games" On a Japanese phone"Pixels"

Page 19: Cloud Gaming USA'12 - Osman Kent presentation

   

many  years  later  this  method  came  to  define    

‘cloud  gaming’    

(at  least  for  Cloudgaming  1.0)  

Edge  servers  with  GPUs  

Pixel Streaming"

Page 20: Cloud Gaming USA'12 - Osman Kent presentation

   

But  there  are  fundamental  problems  with  this  view  of  ‘cloud-­‐gaming’  

 (except  for  casual  games)  

Edge  servers  with  GPUs  

Pixel Streaming"

Page 21: Cloud Gaming USA'12 - Osman Kent presentation

   

 It  simply  cannot  scale!  

 (does  1800  mean  anything  to  anyone?)  

Edge  servers  with  GPUs  

Pixel Streaming"

Page 22: Cloud Gaming USA'12 - Osman Kent presentation

   

Can’t scale network side

Jitter Contention Throttling Data Caps Ping distance Latency

Can’t scale home side

Try it with 3 sons and a spouse!

Pixel Streaming...

:: Problems  of  pixel  streaming                As  exemplified  by  recent  industry  failures  

 

 

Pixel streaming can’t scale cloud side Are we going to place 5M GPUs in server rooms? Does not make ecological or economic sense Huge Capex needs make the business model dysfunctional

Page 23: Cloud Gaming USA'12 - Osman Kent presentation

   

:: A side note on jitter! Induced by contention ratio or by ISP throttling!!

Download jitter "causes the games"to stall"

Heavier the internet use, the worse the jitter becomes!

Upload jitter "causes command"latency"

Page 24: Cloud Gaming USA'12 - Osman Kent presentation

   

so  paradoxically  pixel  streaming  will  only  work  well  so  long  as  it  does  not  become  popular  

 (and  you  live  close  to  an  edge  server  –  on  your  own)  

Edge  servers  with  GPUs  

Pixel Streaming"

Page 25: Cloud Gaming USA'12 - Osman Kent presentation

   

However,  it  is  a  good  idea  for  pla`orm  shiVing      

(but  s3ll  suffers  from  the  same  scaling  problems)    

 

Edge  servers  with  GPUs  

Pixel Streaming"

Page 26: Cloud Gaming USA'12 - Osman Kent presentation

   

 Cloudgaming  2.0  ≠  ‘pixel  streaming’  

 We  need  a  new  topology  and  approach  

 And  a  new  balance  between  the  cloud  and  the  clients  

 

Page 27: Cloud Gaming USA'12 - Osman Kent presentation

   

Introducing  “Cloudpaging™”    

Push-­‐pull  paging  of  game  instruc3ons  from  the  cloud    

with  local  rendering  &  local  pixel  streaming      

goes  well  beyond  progressive  downloads  goes  well  beyond  remo4ng  

 (this  technology  is  protected  by  a  number  of  US  patents)  

     

Page 28: Cloud Gaming USA'12 - Osman Kent presentation

   

We  don’t  stream  pixels  from  the  cloud    

We  transmit  virtualized  soVware  code,  a  page  at  a  3me,  on  demand  which  then  executes  on  the  client  inside  a  sandbox  

 “1000x  more  network  efficient  and  scalable  

compared  to  pixel  streaming”      

   

Page 29: Cloud Gaming USA'12 - Osman Kent presentation

   

Downloads  

Linear  Streaming   Desktop  

Virtualiza3on  

Pixel  Streaming  

Progressive  Downloads  

Cloudpaging  

:: Evolution of cloud delivery of games! All the legacy solutions are full of huge friction-points!!

Applica3on  Streaming  

Page 30: Cloud Gaming USA'12 - Osman Kent presentation

   

This  technology  is  new  to  cloud  gaming  but  is  tried  and  tested  technology  for  professional  GPU  apps  

 (One  of  Numecent’s  customers  recently  delivered  their  3  Millionth  AutoCAD  session)  

Page 31: Cloud Gaming USA'12 - Osman Kent presentation

   

:: Cloudpaging  solves  3  fundamental  problems                Removing  all  the  fric7on  points  in  the  food-­‐chain  

 

 

Deliver  it  20x-­‐100x  faster  than  downloads  And  do  so  fully  encrypted  and  under  full  License  Control  Everything  is  AES256  encrypted  –  nothing  naked  to  crack  

Cloudify  any  na3ve  Windows  game  –  100%  We  do  this  automa7cally  –  takes  a  few  hours  per  game  Even  separate  add-­‐ins,  mul7ple  programs  and  dependencies  

Execute  at  na3ve  speeds  without  install  –  even  offline  Done  through  virtualiza7on  –  keeps  users  happy  &  agile.  With  transparent,  live  updates  and  patches    

Page 32: Cloud Gaming USA'12 - Osman Kent presentation

   

:: We detect what is needed for instant gratification! Why inflict the rest on the user ? Bring the rest on demand!

Original size"

Initial payload typically 5-10% "

(“a partial”)!

Page 33: Cloud Gaming USA'12 - Osman Kent presentation

   

:: The rest is fetched using push-pull paging! Virtualization also provides ZERO installation!!

3 1 2

1  2  3  

Virtualization Sandbox"

Virtual  MMU  

Game  Code  (Par4al)  

■  Low  cost  server  in  the  cloud  (no  GPU)  ■  Can  serve  10,000+  users  per  server  ■  Can  be  located  far  away  –  no  ping  distance  requirement  ■  A  global  solu4on  from  day  one  

■  Pull  only  instruc4ons  as  used  –  page  at  a  4me  ■  Leverage  the  local  GPU  resource  ■  No  installa4on  hell  –  execute  full  speed  in  a  sandbox  ■  100x  beYer  than  progressive  downloads  ■  100x  less  network  use  compared  to  pixel  streaming  

No fat pipes are needed"

HTTP/S"

Page 34: Cloud Gaming USA'12 - Osman Kent presentation

   

■ We  sta4s4cally  infer  the  rela4onship  between  page-­‐requests  and  create  a  highly  informa4ve  predic4ve  engine  

 ■  By  predic4vely  pushing  pages,  we  increase  perceived  network  performance  

 ■  The  graph  of  inferred  page  rela4onships  gives  an  extremely  detailed  data  on  how  users  are  progressing  through  apps  –  a  very  useful  instrumenta4on  tool  for  developers.  

 ■ We  are  essen4ally  mapping  the  DNA  of  global  so^ware  behaviour  for  beYer  network  performance  

:: Heuristic pushing of pages! Cloudpaging creates a tree of temporal behavior of pages on the server!

The  So<ware  Genome  

Page 35: Cloud Gaming USA'12 - Osman Kent presentation

   

:: The  new  topology  of  Cloudgaming  2.0   Push-pull paging from the cloud! Local rendering and pixel streaming for platform shifting!

 

Cloudpaging  Servers  on  AWS    

Using  the  local  PC    as  a  proxy  GPU.    Next  year  this  can  become  a  $100  headless/diskless  rendering  device  

     

Local  pixel  streaming  over  WiFi  (no  scaling  issues)  

push-­‐pull  paging  95%  less  network  use  Hugely  scalable  Fric7on-­‐free  

Run  on  your  tablet  at  60Hz  and  with  gesture  virtualiza7on    

Page 36: Cloud Gaming USA'12 - Osman Kent presentation

   

Home  PC  “Virtual  Console”  

User  can  play  games  offline  without  being  connected  to  the  network!  

 (games  are  playable  for  a  grace  period  

governed  by  the  licensing  policy)  

Games  can  be  played  with  full    low  latency  local  peripheral  support  

:: Can play offline under license control! Plus full support for local peripherals with low latency!!

Page 37: Cloud Gaming USA'12 - Osman Kent presentation

   

Games,  Apps,  

Mixed  media  …even  the  OS!  

High  defini4on,  3D  stereoscopic,  

mul4player  experience  

Cloudpaging™  

:: Can handle futuristic local multiplayer games! All this requires local rendering and low latency input!!

Page 38: Cloud Gaming USA'12 - Osman Kent presentation

   

And  we  do  this    at  a  frac3on  of  cost    and  3me  

 

 

Cloudpaging  Solu3on  1  server  =  10,000  users  

 

 

Legacy  Solu3ons  1  server  =  50  users  max  (with  GPU  sharing)  

 

 

Page 39: Cloud Gaming USA'12 - Osman Kent presentation

   

“We  are  to  games,  what  Dropbox  is  to  data”    

Demo  of  license  controlled  game  delivery    through  Dropbox  

 

   

Page 40: Cloud Gaming USA'12 - Osman Kent presentation

   

We deposit a tiny “partial” !into your Dropbox account!

still controlled by our servers on Amazon AWS!

!Provides instant

gratification!

:: Instant gratification! No waiting – even for the initial 5% payload!!

Page 41: Cloud Gaming USA'12 - Osman Kent presentation

   

The rest is cloudpaged!on demand!

from our servers on AWS!!

A friction-free experience!

:: The rest is push-pull paged! Using our servers on AWS!!

Page 42: Cloud Gaming USA'12 - Osman Kent presentation

   

Cloudpaging  is  Cloudgaming  2.0  

 ::  delivered  now  ::  

   

   

Page 43: Cloud Gaming USA'12 - Osman Kent presentation

   

Finally  let  me  make  another  predic3on      

“we  ignore  the  IP  issues  at  our  peril”  

   

Cloudgaming  will  become  a  patent  minefield  -­‐  soon  

Page 44: Cloud Gaming USA'12 - Osman Kent presentation

   

Fixing  Cloud  Gaming    

It  is  3me  for  Cloudgaming  2.0      

Cloud  Gaming  USA  –  11  September  2012    

Osman  Kent  Co-­‐Founder  –  Approxy  

CEO  -­‐  Numecent    

www.approxy.com  www.numecent.com