research on cloud gaming: status and perspectives

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Cloud Gaming Status and Perspectives Gwendal Simon

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Cloud GamingStatus and PerspectivesGwendal Simon

About gaming

59% of Americans play video games39% of gamers are 36+ years old48% of gamers are female

The global revenue will hit $100 billion by 2018More than Hollywood movie industryGaming is 20% of iPhone downloaded apps

147.000 jobs are related to gaming in 2014 in US

2 / 36 Gwendal Simon Cloud Gaming

About gaming

59% of Americans play video games39% of gamers are 36+ years old48% of gamers are female

The global revenue will hit $100 billion by 2018More than Hollywood movie industryGaming is 20% of iPhone downloaded apps

147.000 jobs are related to gaming in 2014 in US

2 / 36 Gwendal Simon Cloud Gaming

About gaming

59% of Americans play video games39% of gamers are 36+ years old48% of gamers are female

The global revenue will hit $100 billion by 2018More than Hollywood movie industryGaming is 20% of iPhone downloaded apps

147.000 jobs are related to gaming in 2014 in US

2 / 36 Gwendal Simon Cloud Gaming

About gaming

59% of Americans play video games39% of gamers are 36+ years old48% of gamers are female

The global revenue will hit $100 billion by 2018More than Hollywood movie industryGaming is 20% of iPhone downloaded apps

147.000 jobs are related to gaming in 2014 in US

2 / 36 Gwendal Simon Cloud Gaming

Gaming modular architecture

Gamer CommandInterface

Game Engine

Graphical Output

GameServer

Console/PC market based on power-ful hardware. Target hardcore gamers

PC + software Smartphone market based on appstore. Target casual gamers

smartphone + app

Cloud gaming based on the cloud andlightweight devices. Target everybody

cloud

home

3 / 36 Gwendal Simon Cloud Gaming

Gaming modular architecture

Gamer CommandInterface

Game Engine

Graphical Output

GameServer

Console/PC market based on power-ful hardware. Target hardcore gamers

PC + software

Smartphone market based on appstore. Target casual gamers

smartphone + app

Cloud gaming based on the cloud andlightweight devices. Target everybody

cloud

home

3 / 36 Gwendal Simon Cloud Gaming

Gaming modular architecture

Gamer CommandInterface

Game Engine

Graphical Output

GameServer

Console/PC market based on power-ful hardware. Target hardcore gamers

PC + software

Smartphone market based on appstore. Target casual gamers

smartphone + app

Cloud gaming based on the cloud andlightweight devices. Target everybody

cloud

home

3 / 36 Gwendal Simon Cloud Gaming

Gaming modular architecture

Gamer CommandInterface

Game Engine

Graphical Output

GameServer

Console/PC market based on power-ful hardware. Target hardcore gamers

PC + software

Smartphone market based on appstore. Target casual gamers

smartphone + app

Cloud gaming based on the cloud andlightweight devices. Target everybody

cloud

home

3 / 36 Gwendal Simon Cloud Gaming

Cloud gaming architecture in a nutshell

Data-CenterInternet

user actions

video stream

4 / 36 Gwendal Simon Cloud Gaming

Cloud gaming architecture in a nutshell

Data-CenterInternet

user actions

video stream

4 / 36 Gwendal Simon Cloud Gaming

Cloud gaming architecture in a nutshell

Data-CenterInternet

user actions

video stream

4 / 36 Gwendal Simon Cloud Gaming

Why does it make sense ?

For game developers :Better piracy control

Support more client platformsEasier to upgradeNew business offers (e.g. subscription-based)

For gamers :No more hardwarePlay games on thin clientsFollow-me gaming

5 / 36 Gwendal Simon Cloud Gaming

Why does it make sense ?

For game developers :Better piracy controlSupport more client platforms

Easier to upgradeNew business offers (e.g. subscription-based)

For gamers :No more hardwarePlay games on thin clientsFollow-me gaming

5 / 36 Gwendal Simon Cloud Gaming

Why does it make sense ?

For game developers :Better piracy controlSupport more client platformsEasier to upgrade

New business offers (e.g. subscription-based)

For gamers :No more hardwarePlay games on thin clientsFollow-me gaming

5 / 36 Gwendal Simon Cloud Gaming

Why does it make sense ?

For game developers :Better piracy controlSupport more client platformsEasier to upgradeNew business offers (e.g. subscription-based)

For gamers :No more hardwarePlay games on thin clientsFollow-me gaming

5 / 36 Gwendal Simon Cloud Gaming

Why does it make sense ?

For game developers :Better piracy controlSupport more client platformsEasier to upgradeNew business offers (e.g. subscription-based)

For gamers :No more hardware

Play games on thin clientsFollow-me gaming

5 / 36 Gwendal Simon Cloud Gaming

Why does it make sense ?

For game developers :Better piracy controlSupport more client platformsEasier to upgradeNew business offers (e.g. subscription-based)

For gamers :No more hardwarePlay games on thin clients

Follow-me gaming

5 / 36 Gwendal Simon Cloud Gaming

Why does it make sense ?

For game developers :Better piracy controlSupport more client platformsEasier to upgradeNew business offers (e.g. subscription-based)

For gamers :No more hardwarePlay games on thin clientsFollow-me gaming

5 / 36 Gwendal Simon Cloud Gaming

Business status

The pioneers have shut down :OnLive bankrupted in 2013. Too earlyStreamMyGame never took off.

Last game consoles integrate cloud gaming solutions :Sony acquired Gaikai (PS3 backward compatibility)Microsoft launched XBox Live Cloud a year later

New actors enter the market :NVidia released Nvidia Grid and Shield

6 / 36 Gwendal Simon Cloud Gaming

Business status

The pioneers have shut down :OnLive bankrupted in 2013. Too earlyStreamMyGame never took off.

Last game consoles integrate cloud gaming solutions :Sony acquired Gaikai (PS3 backward compatibility)Microsoft launched XBox Live Cloud a year later

New actors enter the market :NVidia released Nvidia Grid and Shield

6 / 36 Gwendal Simon Cloud Gaming

Business status

The pioneers have shut down :OnLive bankrupted in 2013. Too earlyStreamMyGame never took off.

Last game consoles integrate cloud gaming solutions :Sony acquired Gaikai (PS3 backward compatibility)Microsoft launched XBox Live Cloud a year later

New actors enter the market :NVidia released Nvidia Grid and Shield

6 / 36 Gwendal Simon Cloud Gaming

Dissecting theLatency

7 / 36 Gwendal Simon Cloud Gaming

The main reasons for latency

Response time is the delay from anaction done at the user and the result ofthis action on the display

gatewayt1 Internett2 DC routert3 user inputprocessing

t4

game stateupdate

t5

graphicsrendering

t6

videoencoding

t7

networkdelivery

t1 + t2 + t3videodecoding

t8

latency due to network

latency due to game engine

latency due to video encoding and decoding

8 / 36 Gwendal Simon Cloud Gaming

The main reasons for latency

Response time is the delay from anaction done at the user and the result ofthis action on the display

gatewayt1

Internett2 DC routert3 user inputprocessing

t4

game stateupdate

t5

graphicsrendering

t6

videoencoding

t7

networkdelivery

t1 + t2 + t3videodecoding

t8

latency due to network

latency due to game engine

latency due to video encoding and decoding

8 / 36 Gwendal Simon Cloud Gaming

The main reasons for latency

Response time is the delay from anaction done at the user and the result ofthis action on the display

gatewayt1 Internett2

DC routert3 user inputprocessing

t4

game stateupdate

t5

graphicsrendering

t6

videoencoding

t7

networkdelivery

t1 + t2 + t3videodecoding

t8

latency due to network

latency due to game engine

latency due to video encoding and decoding

8 / 36 Gwendal Simon Cloud Gaming

The main reasons for latency

Response time is the delay from anaction done at the user and the result ofthis action on the display

gatewayt1 Internett2 DC routert3

user inputprocessing

t4

game stateupdate

t5

graphicsrendering

t6

videoencoding

t7

networkdelivery

t1 + t2 + t3videodecoding

t8

latency due to network

latency due to game engine

latency due to video encoding and decoding

8 / 36 Gwendal Simon Cloud Gaming

The main reasons for latency

Response time is the delay from anaction done at the user and the result ofthis action on the display

gatewayt1 Internett2 DC routert3 user inputprocessing

t4

game stateupdate

t5

graphicsrendering

t6

videoencoding

t7

networkdelivery

t1 + t2 + t3videodecoding

t8

latency due to network

latency due to game engine

latency due to video encoding and decoding

8 / 36 Gwendal Simon Cloud Gaming

The main reasons for latency

Response time is the delay from anaction done at the user and the result ofthis action on the display

gatewayt1 Internett2 DC routert3 user inputprocessing

t4

game stateupdate

t5

graphicsrendering

t6

videoencoding

t7

networkdelivery

t1 + t2 + t3videodecoding

t8

latency due to network

latency due to game engine

latency due to video encoding and decoding

8 / 36 Gwendal Simon Cloud Gaming

The main reasons for latency

Response time is the delay from anaction done at the user and the result ofthis action on the display

gatewayt1 Internett2 DC routert3 user inputprocessing

t4

game stateupdate

t5

graphicsrendering

t6

videoencoding

t7

networkdelivery

t1 + t2 + t3videodecoding

t8

latency due to network

latency due to game engine

latency due to video encoding and decoding

8 / 36 Gwendal Simon Cloud Gaming

The main reasons for latency

Response time is the delay from anaction done at the user and the result ofthis action on the display

gatewayt1 Internett2 DC routert3 user inputprocessing

t4

game stateupdate

t5

graphicsrendering

t6

videoencoding

t7

networkdelivery

t1 + t2 + t3videodecoding

t8

latency due to network

latency due to game engine

latency due to video encoding and decoding

8 / 36 Gwendal Simon Cloud Gaming

The main reasons for latency

Response time is the delay from anaction done at the user and the result ofthis action on the display

gatewayt1 Internett2 DC routert3 user inputprocessing

t4

game stateupdate

t5

graphicsrendering

t6

videoencoding

t7

networkdelivery

t1 + t2 + t3

videodecoding

t8

latency due to network

latency due to game engine

latency due to video encoding and decoding

8 / 36 Gwendal Simon Cloud Gaming

The main reasons for latency

Response time is the delay from anaction done at the user and the result ofthis action on the display

gatewayt1 Internett2 DC routert3 user inputprocessing

t4

game stateupdate

t5

graphicsrendering

t6

videoencoding

t7

networkdelivery

t1 + t2 + t3videodecoding

t8

latency due to network

latency due to game engine

latency due to video encoding and decoding

8 / 36 Gwendal Simon Cloud Gaming

The main reasons for latency

Response time is the delay from anaction done at the user and the result ofthis action on the display

gatewayt1 Internett2 DC routert3 user inputprocessing

t4

game stateupdate

t5

graphicsrendering

t6

videoencoding

t7

networkdelivery

t1 + t2 + t3videodecoding

t8

latency due to network

latency due to game engine

latency due to video encoding and decoding

8 / 36 Gwendal Simon Cloud Gaming

The main reasons for latency

Response time is the delay from anaction done at the user and the result ofthis action on the display

gatewayt1 Internett2 DC routert3 user inputprocessing

t4

game stateupdate

t5

graphicsrendering

t6

videoencoding

t7

networkdelivery

t1 + t2 + t3videodecoding

t8

latency due to network

latency due to game engine

latency due to video encoding and decoding

8 / 36 Gwendal Simon Cloud Gaming

The main reasons for latency

Response time is the delay from anaction done at the user and the result ofthis action on the display

gatewayt1 Internett2 DC routert3 user inputprocessing

t4

game stateupdate

t5

graphicsrendering

t6

videoencoding

t7

networkdelivery

t1 + t2 + t3videodecoding

t8

latency due to network

latency due to game engine

latency due to video encoding and decoding

8 / 36 Gwendal Simon Cloud Gaming

Acceptable latencytarget

9 / 36 Gwendal Simon Cloud Gaming

Game genregame genre

avatar-based games

first-person games third-person games

omnipresent games

10 / 36 Gwendal Simon Cloud Gaming

Game genregame genre

avatar-based games

first-person games third-person games

omnipresent games

10 / 36 Gwendal Simon Cloud Gaming

Game genregame genre

avatar-based games

first-person games third-person games

omnipresent games

10 / 36 Gwendal Simon Cloud Gaming

Game genregame genre

avatar-based games

first-person games third-person games

omnipresent games

10 / 36 Gwendal Simon Cloud Gaming

Game genregame genre

avatar-based games

first-person games third-person games

omnipresent games

10 / 36 Gwendal Simon Cloud Gaming

Game genregame genre

avatar-based games

first-person games third-person games

omnipresent games

10 / 36 Gwendal Simon Cloud Gaming

Game genregame genre

avatar-based games

first-person games third-person games

omnipresent games

10 / 36 Gwendal Simon Cloud Gaming

Game genregame genre

avatar-based games

first-person games third-person games

omnipresent games

10 / 36 Gwendal Simon Cloud Gaming

Genre, latency, and performance

The Claypool law of latency acceptance :genre first-person third-person omnipresent

lag in ms 100 500 1000

Various other factors to consider :Limitations in the classification (e.g. StarCraft)User control games (more or less immersive)Gamer skill level (from casual to professional)

11 / 36 Gwendal Simon Cloud Gaming

Genre, latency, and performance

The Claypool law of latency acceptance :genre first-person third-person omnipresent

lag in ms 100 500 1000

Various other factors to consider :Limitations in the classification (e.g. StarCraft)User control games (more or less immersive)Gamer skill level (from casual to professional)

11 / 36 Gwendal Simon Cloud Gaming

Game action taxonomy

. . .add the impact of the action

Toward priority classes for actions ?

12 / 36 Gwendal Simon Cloud Gaming

Game action taxonomy

. . .add the impact of the action

Toward priority classes for actions ?

12 / 36 Gwendal Simon Cloud Gaming

Latency target

The shorter the better

The best range is from 100 to 150 ms

Up to 300 ms is enough for some games

Action prioritization may be standardized

13 / 36 Gwendal Simon Cloud Gaming

Latency target

The shorter the better

The best range is from 100 to 150 ms

Up to 300 ms is enough for some games

Action prioritization may be standardized

13 / 36 Gwendal Simon Cloud Gaming

Latency target

The shorter the better

The best range is from 100 to 150 ms

Up to 300 ms is enough for some games

Action prioritization may be standardized

13 / 36 Gwendal Simon Cloud Gaming

Latency target

The shorter the better

The best range is from 100 to 150 ms

Up to 300 ms is enough for some games

Action prioritization may be standardized

13 / 36 Gwendal Simon Cloud Gaming

Chasing the ms

14 / 36 Gwendal Simon Cloud Gaming

Video

Gamers have high expectations :High-resolution (1080p possible since PS3)High frame rate (60 fps is common)Complex, dynamic scenes

Screencasting technologies are booming :Capture, encode, and packetizee.g., Open Broadcast Software

15 / 36 Gwendal Simon Cloud Gaming

Video

Gamers have high expectations :High-resolution (1080p possible since PS3)High frame rate (60 fps is common)Complex, dynamic scenes

Screencasting technologies are booming :Capture, encode, and packetizee.g., Open Broadcast Software

15 / 36 Gwendal Simon Cloud Gaming

Video decoding/encodingIn the GamingAnywhere platform :

16 / 36 Gwendal Simon Cloud Gaming

Video decoding/encoding

In the Rhizome platform :encoding capture im. convert im. encode frame stream frame total720p 6.4ms 4.4ms 2.8ms 0.2ms 13.8ms1080p 11.0ms 4.9ms 3.0ms 0.3ms 19.2ms

Use info from the game engine to encode videoReduce Motion Estimation (ME) using

Game object informationDepth map

Reduce encoding complexity usingObject priority (adaptive object encoding)

17 / 36 Gwendal Simon Cloud Gaming

Video decoding/encoding

In the Rhizome platform :encoding capture im. convert im. encode frame stream frame total720p 6.4ms 4.4ms 2.8ms 0.2ms 13.8ms1080p 11.0ms 4.9ms 3.0ms 0.3ms 19.2ms

Use info from the game engine to encode videoReduce Motion Estimation (ME) using

Game object informationDepth map

Reduce encoding complexity usingObject priority (adaptive object encoding)

17 / 36 Gwendal Simon Cloud Gaming

Video decoding/encoding

In the Rhizome platform :encoding capture im. convert im. encode frame stream frame total720p 6.4ms 4.4ms 2.8ms 0.2ms 13.8ms1080p 11.0ms 4.9ms 3.0ms 0.3ms 19.2ms

Use info from the game engine to encode videoReduce Motion Estimation (ME) using

Game object informationDepth map

Reduce encoding complexity usingObject priority (adaptive object encoding)

17 / 36 Gwendal Simon Cloud Gaming

Game engine latency

18 / 36 Gwendal Simon Cloud Gaming

Virtualization on GPU

Cloud management is based on Virtual MachinesMature technologies to create, shut down, migrateHardware consolidation : several VMs per machine

Poor performances on traditional GPUDegrades memory transfer (GPU bottleneck)Prevents Single-Instruction-Multiple-Data

Pass-through GPU enables better performances :One-to-one mapping between device and VMNew technologies coming (e.g., NVidia Grid)

19 / 36 Gwendal Simon Cloud Gaming

Virtualization on GPU

Cloud management is based on Virtual MachinesMature technologies to create, shut down, migrateHardware consolidation : several VMs per machine

Poor performances on traditional GPUDegrades memory transfer (GPU bottleneck)Prevents Single-Instruction-Multiple-Data

Pass-through GPU enables better performances :One-to-one mapping between device and VMNew technologies coming (e.g., NVidia Grid)

19 / 36 Gwendal Simon Cloud Gaming

Virtualization on GPU

Cloud management is based on Virtual MachinesMature technologies to create, shut down, migrateHardware consolidation : several VMs per machine

Poor performances on traditional GPUDegrades memory transfer (GPU bottleneck)Prevents Single-Instruction-Multiple-Data

Pass-through GPU enables better performances :One-to-one mapping between device and VMNew technologies coming (e.g., NVidia Grid)

19 / 36 Gwendal Simon Cloud Gaming

Virtualization on GPU : performances

Bare-Metal Xen 4.0 Bare-Metal Xen 4.10

100

200

300

2011 2014126.2

39.8

274.7 266.9

frames

pers

econ

d

Doom3

20 / 36 Gwendal Simon Cloud Gaming

Virtualization on GPU : performances

Bare-Metal Xen 4.0 Bare-Metal Xen 4.10

100

200

300

2011 2014126.2

39.8

274.7 266.9

84.5

51

153.7 153.4

frames

pers

econ

d

Doom3Unigine Sanctuary

20 / 36 Gwendal Simon Cloud Gaming

Game virtualization : consolidationnb. of instances Bare-metal (in fps) VM (in fps)

1 30.2 29.22 30.0 28.93 29.8 28.9

1 2 30

200

400

600

800

1,000

287

475

662

296

485

704

Nb. of game instances

Wat

ts

Bare-metalVirtual machines

21 / 36 Gwendal Simon Cloud Gaming

Game virtualization : consolidationnb. of instances Bare-metal (in fps) VM (in fps)

1 30.2 29.22 30.0 28.93 29.8 28.9

1 2 30

200

400

600

800

1,000

287

475

662

296

485

704

Nb. of game instances

Wat

tsBare-metalVirtual machines

21 / 36 Gwendal Simon Cloud Gaming

Latency : summary

Incompressible latency (without network) :

Video encoding and decoding : 40 msGame engine : from 15 to 50 ms

A lot of works for key latency gains here and there :Adaptive streaming in both resolution and fpsPrioritize actionsProvide metadata and information on game objectsShared processes for multiple game instances

22 / 36 Gwendal Simon Cloud Gaming

Latency : summary

Incompressible latency (without network) :Video encoding and decoding : 40 ms

Game engine : from 15 to 50 ms

A lot of works for key latency gains here and there :Adaptive streaming in both resolution and fpsPrioritize actionsProvide metadata and information on game objectsShared processes for multiple game instances

22 / 36 Gwendal Simon Cloud Gaming

Latency : summary

Incompressible latency (without network) :Video encoding and decoding : 40 msGame engine : from 15 to 50 ms

A lot of works for key latency gains here and there :Adaptive streaming in both resolution and fpsPrioritize actionsProvide metadata and information on game objectsShared processes for multiple game instances

22 / 36 Gwendal Simon Cloud Gaming

Latency : summary

Incompressible latency (without network) :Video encoding and decoding : 40 msGame engine : from 15 to 50 ms

A lot of works for key latency gains here and there :

Adaptive streaming in both resolution and fpsPrioritize actionsProvide metadata and information on game objectsShared processes for multiple game instances

22 / 36 Gwendal Simon Cloud Gaming

Latency : summary

Incompressible latency (without network) :Video encoding and decoding : 40 msGame engine : from 15 to 50 ms

A lot of works for key latency gains here and there :Adaptive streaming in both resolution and fpsPrioritize actionsProvide metadata and information on game objectsShared processes for multiple game instances

22 / 36 Gwendal Simon Cloud Gaming

To contribute to the research effort

Some open platforms :GamingAnywhere, the most mature

Uniquitous based on Unity 3D

Rhizome with integration of NVidia Grid

23 / 36 Gwendal Simon Cloud Gaming

To contribute to the research effort

Some open platforms :GamingAnywhere, the most mature

Uniquitous based on Unity 3D

Rhizome with integration of NVidia Grid

23 / 36 Gwendal Simon Cloud Gaming

To contribute to the research effort

Some open platforms :GamingAnywhere, the most mature

Uniquitous based on Unity 3D

Rhizome with integration of NVidia Grid

23 / 36 Gwendal Simon Cloud Gaming

Focus on networklatency

24 / 36 Gwendal Simon Cloud Gaming

Our objectives

Can the current cloud support cloud gaming ?

Which percentage of users can play cloud games ?1. In excellent conditions (40 ms network latency)2. In good conditions (80 ms network latency)

25 / 36 Gwendal Simon Cloud Gaming

Our objectives

Can the current cloud support cloud gaming ?Which percentage of users can play cloud games ?

1. In excellent conditions (40 ms network latency)2. In good conditions (80 ms network latency)

25 / 36 Gwendal Simon Cloud Gaming

Our objectives

Can the current cloud support cloud gaming ?Which percentage of users can play cloud games ?1. In excellent conditions (40 ms network latency)

2. In good conditions (80 ms network latency)

25 / 36 Gwendal Simon Cloud Gaming

Our objectives

Can the current cloud support cloud gaming ?Which percentage of users can play cloud games ?1. In excellent conditions (40 ms network latency)2. In good conditions (80 ms network latency)

25 / 36 Gwendal Simon Cloud Gaming

Our population sample

A modified BitTorrent crawler in Dec. 2012 :Collected 2,504 IP addresses in USMost likely machines for home entertainment

26 / 36 Gwendal Simon Cloud Gaming

Our population sample

A modified BitTorrent crawler in Dec. 2012 :Collected 2,504 IP addresses in USMost likely machines for home entertainment

26 / 36 Gwendal Simon Cloud Gaming

Latency to EC2 : experiment

Amazon datacenters (Portland, Virginia, North Calif.)

For each client (IP address)1. Measure latency from each DC2. Pick the shortest latency3. Do it ten times

27 / 36 Gwendal Simon Cloud Gaming

Latency to EC2 : experiment

Amazon datacenters (Portland, Virginia, North Calif.)

For each client (IP address)1. Measure latency from each DC

2. Pick the shortest latency3. Do it ten times

27 / 36 Gwendal Simon Cloud Gaming

Latency to EC2 : experiment

Amazon datacenters (Portland, Virginia, North Calif.)

For each client (IP address)1. Measure latency from each DC2. Pick the shortest latency

3. Do it ten times

27 / 36 Gwendal Simon Cloud Gaming

Latency to EC2 : experiment

Amazon datacenters (Portland, Virginia, North Calif.)

For each client (IP address)1. Measure latency from each DC2. Pick the shortest latency3. Do it ten times

27 / 36 Gwendal Simon Cloud Gaming

Latency to EC2 : results

0 20 40 60 80 100 120 140 1600

0.20.40.60.81

median latency (in ms)

ratio

ofcoveredusers

28 / 36 Gwendal Simon Cloud Gaming

Latency to EC2 : results

0 20 40 60 80 100 120 140 1600

0.20.40.60.81

median latency (in ms)

ratio

ofcoveredusers

28 / 36 Gwendal Simon Cloud Gaming

Latency to EC2 : results

0 20 40 60 80 100 120 140 1600

0.20.40.60.81

two thirds of gamers ingood conditions

one third of gamers inexcellent conditions

one tenth of gamerscannot play at all

median latency (in ms)

ratio

ofcoveredusers

28 / 36 Gwendal Simon Cloud Gaming

What if more DCs are used

44 PlanetLabs nodes (all over the US)

For each client (IP address) :1. Measure latency from each PlanetLabs DC2. Do it ten times

For each k-subset of DCs :1. Choose for each client the shortest latency2. Sum all shortest latencies

Then pick the best k-subset of DCs

29 / 36 Gwendal Simon Cloud Gaming

What if more DCs are used

44 PlanetLabs nodes (all over the US)For each client (IP address) :1. Measure latency from each PlanetLabs DC

2. Do it ten times

For each k-subset of DCs :1. Choose for each client the shortest latency2. Sum all shortest latencies

Then pick the best k-subset of DCs

29 / 36 Gwendal Simon Cloud Gaming

What if more DCs are used

44 PlanetLabs nodes (all over the US)For each client (IP address) :1. Measure latency from each PlanetLabs DC2. Do it ten times

For each k-subset of DCs :1. Choose for each client the shortest latency2. Sum all shortest latencies

Then pick the best k-subset of DCs

29 / 36 Gwendal Simon Cloud Gaming

What if more DCs are used

44 PlanetLabs nodes (all over the US)For each client (IP address) :1. Measure latency from each PlanetLabs DC2. Do it ten times

For each k-subset of DCs :

1. Choose for each client the shortest latency2. Sum all shortest latencies

Then pick the best k-subset of DCs

29 / 36 Gwendal Simon Cloud Gaming

What if more DCs are used

44 PlanetLabs nodes (all over the US)For each client (IP address) :1. Measure latency from each PlanetLabs DC2. Do it ten times

For each k-subset of DCs :1. Choose for each client the shortest latency2. Sum all shortest latencies

Then pick the best k-subset of DCs

29 / 36 Gwendal Simon Cloud Gaming

What if more DCs are used

44 PlanetLabs nodes (all over the US)For each client (IP address) :1. Measure latency from each PlanetLabs DC2. Do it ten times

For each k-subset of DCs :1. Choose for each client the shortest latency2. Sum all shortest latencies

Then pick the best k-subset of DCs

29 / 36 Gwendal Simon Cloud Gaming

More DCs : results

5 10 15 20 250

0.2

0.4

0.6

0.8

1

EC2 80 ms

EC2 40 ms

number of datacenters

ratio

ofcoveredusers

30 / 36 Gwendal Simon Cloud Gaming

More DCs : results

5 10 15 20 250

0.2

0.4

0.6

0.8

1

EC2 80 ms

EC2 40 ms

number of datacenters

ratio

ofcoveredusers

80 ms latency threshold40 ms latency threshold

30 / 36 Gwendal Simon Cloud Gaming

Toward a hybrid DC-P2P infrastructure

Out of the 2,504 clients :1,000 are edge servers1,504 are clients

For each client :1. Measure latency to each Amazon DC2. Measure latency to all edge-servers3. Pick the shortest latency4. Do it ten times

31 / 36 Gwendal Simon Cloud Gaming

Toward a hybrid DC-P2P infrastructure

Out of the 2,504 clients :1,000 are edge servers1,504 are clients

For each client :1. Measure latency to each Amazon DC

2. Measure latency to all edge-servers3. Pick the shortest latency4. Do it ten times

31 / 36 Gwendal Simon Cloud Gaming

Toward a hybrid DC-P2P infrastructure

Out of the 2,504 clients :1,000 are edge servers1,504 are clients

For each client :1. Measure latency to each Amazon DC2. Measure latency to all edge-servers

3. Pick the shortest latency4. Do it ten times

31 / 36 Gwendal Simon Cloud Gaming

Toward a hybrid DC-P2P infrastructure

Out of the 2,504 clients :1,000 are edge servers1,504 are clients

For each client :1. Measure latency to each Amazon DC2. Measure latency to all edge-servers3. Pick the shortest latency

4. Do it ten times

31 / 36 Gwendal Simon Cloud Gaming

Toward a hybrid DC-P2P infrastructure

Out of the 2,504 clients :1,000 are edge servers1,504 are clients

For each client :1. Measure latency to each Amazon DC2. Measure latency to all edge-servers3. Pick the shortest latency4. Do it ten times

31 / 36 Gwendal Simon Cloud Gaming

Hybrid DC-P2P : results

0 20 40 60 80 100 120 140 1600

0.2

0.4

0.6

0.8

1

median latency (in ms)

ratio

ofcoveredusers

Amazon multi-DC infra.

32 / 36 Gwendal Simon Cloud Gaming

Hybrid DC-P2P : results

0 20 40 60 80 100 120 140 1600

0.2

0.4

0.6

0.8

1

median latency (in ms)

ratio

ofcoveredusers

Amazon multi-DC infra.Hybrid DC-P2P infra.

32 / 36 Gwendal Simon Cloud Gaming

Hybrid DC-P2P : results

+105%

+28%

+12%

0 20 40 60 80 100 120 140 1600

0.2

0.4

0.6

0.8

1

median latency (in ms)

ratio

ofcoveredusers

Amazon multi-DC infra.Hybrid DC-P2P infra.

32 / 36 Gwendal Simon Cloud Gaming

Network latency : summary

Not all users will be served

100 ms overall lag needs a lot of servers at the edges

Game placement on servers will be key

33 / 36 Gwendal Simon Cloud Gaming

Network latency : summary

Not all users will be served

100 ms overall lag needs a lot of servers at the edges

Game placement on servers will be key

33 / 36 Gwendal Simon Cloud Gaming

Network latency : summary

Not all users will be served

100 ms overall lag needs a lot of servers at the edges

Game placement on servers will be key

33 / 36 Gwendal Simon Cloud Gaming

Conclusion

34 / 36 Gwendal Simon Cloud Gaming

Main researchers in the areaKuan-Ta Chen (Sinica - Taiwan)

Shervin Shirmohammadi (Ottawa - Canada)

Mark Claypool (Worcester - UK)

Jiangchuan Liu (Simon Fraser - Canada)

Carsten Griwodz (Simula - Norway)

35 / 36 Gwendal Simon Cloud Gaming

Main researchers in the areaKuan-Ta Chen (Sinica - Taiwan)

Shervin Shirmohammadi (Ottawa - Canada)

Mark Claypool (Worcester - UK)

Jiangchuan Liu (Simon Fraser - Canada)

Carsten Griwodz (Simula - Norway)

35 / 36 Gwendal Simon Cloud Gaming

Main researchers in the areaKuan-Ta Chen (Sinica - Taiwan)

Shervin Shirmohammadi (Ottawa - Canada)

Mark Claypool (Worcester - UK)

Jiangchuan Liu (Simon Fraser - Canada)

Carsten Griwodz (Simula - Norway)

35 / 36 Gwendal Simon Cloud Gaming

Main researchers in the areaKuan-Ta Chen (Sinica - Taiwan)

Shervin Shirmohammadi (Ottawa - Canada)

Mark Claypool (Worcester - UK)

Jiangchuan Liu (Simon Fraser - Canada)

Carsten Griwodz (Simula - Norway)

35 / 36 Gwendal Simon Cloud Gaming

Main researchers in the areaKuan-Ta Chen (Sinica - Taiwan)

Shervin Shirmohammadi (Ottawa - Canada)

Mark Claypool (Worcester - UK)

Jiangchuan Liu (Simon Fraser - Canada)

Carsten Griwodz (Simula - Norway)

35 / 36 Gwendal Simon Cloud Gaming

Takeaway

Business attractive, but techno challenging

Many research areas to explore :Delivery networkGame virtualizationPriority actions and adaptive encoding... and everything to chase the ms everywhere

And what about multi-player games ?

36 / 36 Gwendal Simon Cloud Gaming

Takeaway

Business attractive, but techno challenging

Many research areas to explore :Delivery network

Game virtualizationPriority actions and adaptive encoding... and everything to chase the ms everywhere

And what about multi-player games ?

36 / 36 Gwendal Simon Cloud Gaming

Takeaway

Business attractive, but techno challenging

Many research areas to explore :Delivery networkGame virtualization

Priority actions and adaptive encoding... and everything to chase the ms everywhere

And what about multi-player games ?

36 / 36 Gwendal Simon Cloud Gaming

Takeaway

Business attractive, but techno challenging

Many research areas to explore :Delivery networkGame virtualizationPriority actions and adaptive encoding

... and everything to chase the ms everywhere

And what about multi-player games ?

36 / 36 Gwendal Simon Cloud Gaming

Takeaway

Business attractive, but techno challenging

Many research areas to explore :Delivery networkGame virtualizationPriority actions and adaptive encoding... and everything to chase the ms everywhere

And what about multi-player games ?

36 / 36 Gwendal Simon Cloud Gaming

Takeaway

Business attractive, but techno challenging

Many research areas to explore :Delivery networkGame virtualizationPriority actions and adaptive encoding... and everything to chase the ms everywhere

And what about multi-player games ?

36 / 36 Gwendal Simon Cloud Gaming