3. < 2013
2014+
INTRODUCTION
o Cloud gaming, sometimes called
gaming on demand or gaming-as-a-
service.
o A type of online gaming that runs games
on remote servers and streams them
directly to a user’s device.
o In short, playing a game remotely from
a cloud.
Everything on Cloud
Music, Movies, Books
Games
4. NEED?
•Some games requires high end
computers to run.
•Not everyone can afford high
end computers.
•GPUs are expensive.
•Conventional gaming lacks
portability.
5. BACKGROUND AND WORKING
• Cloud gaming platforms operate in a similar manner to
remote desktops and video on demand services.
• Games are stored and executed remotely on a provider’s
dedicated hardware, and streamed as video to a player’s
device via client software.
• The client software handles the player’s inputs, which are
sent back to the server and executed in-game.
• Some cloud gaming services are based on access to a
virtualized Windows environment, allowing users to
download and install service clients and games as they
normally would on a local computer.
6. INFRASTRUCTURE
• Cloud gaming requires significant
infrastructure for the services to work as
intended.
• It includes datacenters and server-farms for
running the games, and high-bandwidth
internet connections with low latency for
delivering the streams to users.
• Due to their dependency on high-quality
streaming video, the ability to use a service
regularly may also be limited by data caps
enforced by some internet service providers.
7. FACTORS AFFECTING?
• A major factor in the quality of a cloud gaming service is latency.
• As the amount of delay between the user’s inputs and when they take
effect can affect gameplay.
• Especially in fast-paced games dependent on precise inputs
(such as first-person shooters and fighting games.
• The provider’s dedicated hardware can be upgraded over time in order to
support higher resolutions and frame rates for the rendering and streams.
8. GAMING AS A SERVICE
• GaaS= Streaming video games from the web
just like any other streaming media.
• Games are built, powered and / or hosted
using cloud computing technologies.
• Any Device Gaming:- Multi device
gaming on any PC, MAC, Tablet,
Smartphone or TV.
• Click To Play:- Anytime access to a
library of gaming titles and saved games
in the cloud. Play or continue games from
any device anywhere.
• Less Hassle:- No new hardware. No
complicated setup. No game discs.
9. TYPE:1 VIDEO STREAMING
• The actual game is stored, executed, and rendered on the
remote operator’s or game company’s server.
• The video results are streamed directly to a consumer’s
computers over the internet using the client.
• Keystrokes and button presses are sent directly to the server.
• Server sends back the game response.
• Allows access to games without the need of a Consoles or
High end PC.
10. TYPE:2 FILE STREAMING
• Also known as progressive downloading.
• A small part of a game, usually less than 5% of the total game
size is downloaded to the user’s device.
• The remaining game content is downloaded to the end user’s
device while playing.
• Rendering and processing takes place in user’s PC or
Console.
• This allows instant access to games with low bandwidth
Internet connections.
13. FUTURE
• Cloud gaming is a better way to deliver high-
quality gaming experience, with potential to open
new business opportunities.
• More flexibility for gamers: Pause game at home
and continue on mobile device en route.
• Transform game software retail to service
provisioning:
• Pay-Per-Use
• Pre and Post-paid, or
• Monthly Subscription
14. VENDORS
• Some of the vendors providing cloud
gaming services:
• Shadow – best overall gaming experience
with low latency.
• Nvidia GeForce Now
• Vortex
• Project xCloud
• Sony PlayStation Now
15. CONCLUSION
• Cloud gaming a game changing technology.
• Efficient cloud can be achieved with the latest hardware and
virtualization technology advances.
• Virtualization for GPU has greatly improved and is ready for
gaming over a public cloud.
• Only hardware encoders can achieve acceptable gaming
performance.
• Cloud gaming is rapidly evolving, particularly toward 4K UHD.
16. REFERENCE
• A. Bujari, M. Massaro, and C. Palazzi. Vegas over access point : Making
room for thin client game systems in a wireless home. IEEE Transactions
on Circuits and Systems for Video Technology,25(12):2002–2012,
December 2015.
• W. Cai, M. Chen, and V. Leung. Toward gaming as a service. IEEE
Internet Computing, 18(3):12–18, May 2014.
• Cloud gaming to reach inflection point in 2015, November 2014.
http://tinyurl.com/p3z9hs2.
• G-cluster web page, January 2015. http://www.gcluster.com/eng.
• GaiKai web page, January 2015. http://www.gaikai.com/eng .