The problem of using a best-effort network for online gamesJose Saldana
Jose Saldana, Mirko Suznjevic, Invited talk "The problem of using a best-effort network for online games," 10th IEEE International Workshop on Networking Issues in Multimedia Entertainment NIME'14 – , held in conjunction with Consumer Communications and Networking Conference, CCNC 2014. Las Vegas, Nevada, USA – January 10, 2014.
Cloud Gaming Onward: Research Opportunities and OutlookAcademia Sinica
Cloud gaming has become increasingly more popular in the academia and the industry, evident by the large numbers of related research papers and startup companies. Some public cloud gaming services have attracted hundreds of thousands subscribers, demonstrating the initial success of cloud gaming services. Pushing the cloud gaming services forward, however, faces various challenges, which open up many research opportunities. In this paper, we share our views on the future cloud gaming research, and point out several research problems spanning over a wide spectrum of different directions: including distributed systems, video codecs, virtualization, human-computer interaction, quality of experience, resource allocation, and dynamic adaptation. Solving these research problems will allow service providers to offer high-quality cloud gaming services yet remain profitable, which in turn results in even more successful cloud gaming eco-environment. In addition, we believe there will be many more novel ideas to capitalize the abundant and elastic cloud resources for better gaming experience, and we will see these ideas and associated challenges in the years to come.
Online games: a real-time problem for the networkJose Saldana
Talk in Liverpool John Moores University, 28 Oct 2015.
Topic: Network support for online games.
Some of the topics:
Global trends in online games
Impact of Latency
Genres and characteristics
Architectures
Network Traffic Characteristics
Estimating Quality of Experience
Qoe-Enhancing Mechanisms
The problem of using a best-effort network for online gamesJose Saldana
Jose Saldana, Mirko Suznjevic, Invited talk "The problem of using a best-effort network for online games," 10th IEEE International Workshop on Networking Issues in Multimedia Entertainment NIME'14 – , held in conjunction with Consumer Communications and Networking Conference, CCNC 2014. Las Vegas, Nevada, USA – January 10, 2014.
Cloud Gaming Onward: Research Opportunities and OutlookAcademia Sinica
Cloud gaming has become increasingly more popular in the academia and the industry, evident by the large numbers of related research papers and startup companies. Some public cloud gaming services have attracted hundreds of thousands subscribers, demonstrating the initial success of cloud gaming services. Pushing the cloud gaming services forward, however, faces various challenges, which open up many research opportunities. In this paper, we share our views on the future cloud gaming research, and point out several research problems spanning over a wide spectrum of different directions: including distributed systems, video codecs, virtualization, human-computer interaction, quality of experience, resource allocation, and dynamic adaptation. Solving these research problems will allow service providers to offer high-quality cloud gaming services yet remain profitable, which in turn results in even more successful cloud gaming eco-environment. In addition, we believe there will be many more novel ideas to capitalize the abundant and elastic cloud resources for better gaming experience, and we will see these ideas and associated challenges in the years to come.
Online games: a real-time problem for the networkJose Saldana
Talk in Liverpool John Moores University, 28 Oct 2015.
Topic: Network support for online games.
Some of the topics:
Global trends in online games
Impact of Latency
Genres and characteristics
Architectures
Network Traffic Characteristics
Estimating Quality of Experience
Qoe-Enhancing Mechanisms
Tech solutions and tricks in real time mobile multiplayerDevGAMM Conference
Alexander Simakhin, CEO, Drunken Monday
Alexander is going to share the examples of technical problems you can face with while developing a mobile synchronous multiplayer, and application solutions that were tested on real projects. You’ll learn everything you were afraid to ask about.
Games on demand, a.k.a., cloud gaming, refers to a new way to deliver computer games to users, where computationally complex games are executed and rendered on powerful cloud servers rather than local computing devices. In this talk, I will give an overview of the challenges in developing cloud gaming systems, what we have done, and what remains to do. I will start from GamingAnywhere, an open-source cloud gaming system, followed by a number of studies based on the system. Finally I will conclude the talk with open issues in providing highly real-time and high-definition audio/visual quality multimedia experience (e.g., in the form of gaming and virtual reality).
How to Plan for Performance and Scale for Multiplayer GamesCloudflare
With the rise of esports, performance and reliability are paramount to the success of any online gaming franchise, especially when money is on the line. When designing infrastructure for online multiplayer games, proper planning and implementation are key to ensure latency is low and availability remains high, without paying for capacity that isn't needed in the off-hours.
In this one-hour webinar, Calvin Scherle, Solutions Engineer at Cloudflare, Inc., will take a look at several server infrastructure strategies for various types of online multiplayer games. Learn about the pros and cons of different infrastructure implementations, and tactics to employ to maximize performance and minimize cost.
Key takeaways:
Real-world examples of successes and failures in game server performance
Strategies to minimize overspend on infrastructure
Deployment strategies for different gaming use cases
Techniques for offloading processing load from your servers
Cloudflare lower network latency = faster website loadsVu Long Tran
Network latency is influenced by a variety of different factors. Here's a brief overview of what affects network latency and how you can make the internet experiences for your visitors: faster, more reliable, more secure Internet for everyone.
eb Performance Singapore
Presented at the SingaporeJS meetup in conjunction with the Engineers.sg team, aimed at web app performance, scalability, networking, infrastructure, and more.
https://www.meetup.com/Singapore-JS/events/249730512/
Energy Efficient Mobile Applications with Mobile Cloud Computing ( MCC )Anand Bhojan
http://www.icghia2014.in/keynotespeakers.htm
Conference Keynote Talk: International Conference on Graph Algorithms, High Performance Implementations and Applications Coimbatore (ICGHIA'14)
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today's technology. There are three well known reasons for the slower growth - latency, server scalability (esp. bandwidth) and lack of game data at client side to use latency hiding and synchronisation techniques such as Dead-reckoning. In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]Anand Bhojan
In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Quantifying User Satisfaction in Mobile Cloud GamesAcademia Sinica
We conduct real experiments to quantify user satisfaction in mobile cloud games using a real cloud gaming system built on the open-sourced GamingAnywhere. We share our experiences in porting GamingAnywhere client to Android OS and perform extensive experiments on both the mobile and desktop clients. The experiment results reveal several new insights: (1) gamers are more satisfied with the graphics quality on mobile devices, while they are more satisfied with the control quality on desktops, (2) the bitrate, frame rate, and network delay significantly affect the graphics and smoothness quality, and (3) the control quality only depends on the client type (mobile versus desktop). To the best of our knowledge, such user studies have never been done in the literature.
1.Wireless Communication System_Wireless communication is a broad term that i...JeyaPerumal1
Wireless communication involves the transmission of information over a distance without the help of wires, cables or any other forms of electrical conductors.
Wireless communication is a broad term that incorporates all procedures and forms of connecting and communicating between two or more devices using a wireless signal through wireless communication technologies and devices.
Features of Wireless Communication
The evolution of wireless technology has brought many advancements with its effective features.
The transmitted distance can be anywhere between a few meters (for example, a television's remote control) and thousands of kilometers (for example, radio communication).
Wireless communication can be used for cellular telephony, wireless access to the internet, wireless home networking, and so on.
Tech solutions and tricks in real time mobile multiplayerDevGAMM Conference
Alexander Simakhin, CEO, Drunken Monday
Alexander is going to share the examples of technical problems you can face with while developing a mobile synchronous multiplayer, and application solutions that were tested on real projects. You’ll learn everything you were afraid to ask about.
Games on demand, a.k.a., cloud gaming, refers to a new way to deliver computer games to users, where computationally complex games are executed and rendered on powerful cloud servers rather than local computing devices. In this talk, I will give an overview of the challenges in developing cloud gaming systems, what we have done, and what remains to do. I will start from GamingAnywhere, an open-source cloud gaming system, followed by a number of studies based on the system. Finally I will conclude the talk with open issues in providing highly real-time and high-definition audio/visual quality multimedia experience (e.g., in the form of gaming and virtual reality).
How to Plan for Performance and Scale for Multiplayer GamesCloudflare
With the rise of esports, performance and reliability are paramount to the success of any online gaming franchise, especially when money is on the line. When designing infrastructure for online multiplayer games, proper planning and implementation are key to ensure latency is low and availability remains high, without paying for capacity that isn't needed in the off-hours.
In this one-hour webinar, Calvin Scherle, Solutions Engineer at Cloudflare, Inc., will take a look at several server infrastructure strategies for various types of online multiplayer games. Learn about the pros and cons of different infrastructure implementations, and tactics to employ to maximize performance and minimize cost.
Key takeaways:
Real-world examples of successes and failures in game server performance
Strategies to minimize overspend on infrastructure
Deployment strategies for different gaming use cases
Techniques for offloading processing load from your servers
Cloudflare lower network latency = faster website loadsVu Long Tran
Network latency is influenced by a variety of different factors. Here's a brief overview of what affects network latency and how you can make the internet experiences for your visitors: faster, more reliable, more secure Internet for everyone.
eb Performance Singapore
Presented at the SingaporeJS meetup in conjunction with the Engineers.sg team, aimed at web app performance, scalability, networking, infrastructure, and more.
https://www.meetup.com/Singapore-JS/events/249730512/
Energy Efficient Mobile Applications with Mobile Cloud Computing ( MCC )Anand Bhojan
http://www.icghia2014.in/keynotespeakers.htm
Conference Keynote Talk: International Conference on Graph Algorithms, High Performance Implementations and Applications Coimbatore (ICGHIA'14)
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today's technology. There are three well known reasons for the slower growth - latency, server scalability (esp. bandwidth) and lack of game data at client side to use latency hiding and synchronisation techniques such as Dead-reckoning. In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]Anand Bhojan
In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Quantifying User Satisfaction in Mobile Cloud GamesAcademia Sinica
We conduct real experiments to quantify user satisfaction in mobile cloud games using a real cloud gaming system built on the open-sourced GamingAnywhere. We share our experiences in porting GamingAnywhere client to Android OS and perform extensive experiments on both the mobile and desktop clients. The experiment results reveal several new insights: (1) gamers are more satisfied with the graphics quality on mobile devices, while they are more satisfied with the control quality on desktops, (2) the bitrate, frame rate, and network delay significantly affect the graphics and smoothness quality, and (3) the control quality only depends on the client type (mobile versus desktop). To the best of our knowledge, such user studies have never been done in the literature.
Similar to Playtime's Over - Gaming Lessons Learned Dealing with Massive Scale & Terrible Network Infrastructure in China (20)
1.Wireless Communication System_Wireless communication is a broad term that i...JeyaPerumal1
Wireless communication involves the transmission of information over a distance without the help of wires, cables or any other forms of electrical conductors.
Wireless communication is a broad term that incorporates all procedures and forms of connecting and communicating between two or more devices using a wireless signal through wireless communication technologies and devices.
Features of Wireless Communication
The evolution of wireless technology has brought many advancements with its effective features.
The transmitted distance can be anywhere between a few meters (for example, a television's remote control) and thousands of kilometers (for example, radio communication).
Wireless communication can be used for cellular telephony, wireless access to the internet, wireless home networking, and so on.
This 7-second Brain Wave Ritual Attracts Money To You.!nirahealhty
Discover the power of a simple 7-second brain wave ritual that can attract wealth and abundance into your life. By tapping into specific brain frequencies, this technique helps you manifest financial success effortlessly. Ready to transform your financial future? Try this powerful ritual and start attracting money today!
APNIC Foundation, presented by Ellisha Heppner at the PNG DNS Forum 2024APNIC
Ellisha Heppner, Grant Management Lead, presented an update on APNIC Foundation to the PNG DNS Forum held from 6 to 10 May, 2024 in Port Moresby, Papua New Guinea.
Italy Agriculture Equipment Market Outlook to 2027harveenkaur52
Agriculture and Animal Care
Ken Research has an expertise in Agriculture and Animal Care sector and offer vast collection of information related to all major aspects such as Agriculture equipment, Crop Protection, Seed, Agriculture Chemical, Fertilizers, Protected Cultivators, Palm Oil, Hybrid Seed, Animal Feed additives and many more.
Our continuous study and findings in agriculture sector provide better insights to companies dealing with related product and services, government and agriculture associations, researchers and students to well understand the present and expected scenario.
Our Animal care category provides solutions on Animal Healthcare and related products and services, including, animal feed additives, vaccination
Bridging the Digital Gap Brad Spiegel Macon, GA Initiative.pptxBrad Spiegel Macon GA
Brad Spiegel Macon GA’s journey exemplifies the profound impact that one individual can have on their community. Through his unwavering dedication to digital inclusion, he’s not only bridging the gap in Macon but also setting an example for others to follow.
Meet up Milano 14 _ Axpo Italia_ Migration from Mule3 (On-prem) to.pdfFlorence Consulting
Quattordicesimo Meetup di Milano, tenutosi a Milano il 23 Maggio 2024 dalle ore 17:00 alle ore 18:30 in presenza e da remoto.
Abbiamo parlato di come Axpo Italia S.p.A. ha ridotto il technical debt migrando le proprie APIs da Mule 3.9 a Mule 4.4 passando anche da on-premises a CloudHub 1.0.
Playtime's Over - Gaming Lessons Learned Dealing with Massive Scale & Terrible Network Infrastructure in China
1. Steve Mushero, CEO & CTO
China Net Cloud
云络网络科技公司
Gaming Lessons Learned
Dealing with Massive Scale
& Terrible Network Infrastructure in China
Playtime's Over
High Performance Transaction Systems
October 27, 2009
2. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Things to think about
China is big
China is complex
China’s Internet is big
But different
China loves playing games
China’s games are online, online, & online
3. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
China is big
China is big – size of the U.S.
China is big – places far apart, 250-500ms
China is big – 350,000,000 Internet users
China is big – 300-500 million videos/day
China is big – 1, 2, 5, 10 Gbps links common
China is big – 75 cities of 1+ million people
China is big – Another billion country folk, too
4. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Size matters - Tiny Internet Cafe
5. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
China is Complex
Three ‘regions’
North
South
Students
Single monopoly ISP per region
Single ISP per province within region
Poor links between them
Licensing & regulatory
6. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Where are you ?
7. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Pull the String Tighter
Bad for phones
Terrible for multi-player games
Horrific for playing six-person basketball
8. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
BGP, what BGP ?
China does not really use public BGP
No, really !
Remember those 2-3 regions ?
Can’t usually dual/multi-home
Get 2-3 IPs and Policy Route, GeoDNS
Buy tunnels and proxy out-of-region – Ugh !
Shard servers physically in regions/provinces
Pay all your money to the CDNs for backhauls
9. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Bandwidth is Everywhere
1-2 Mbps per house x 200 million
Data Centers with 5, 10, 25 Gbps common
LAN often bottleneck !
but . . .
Inter-city bandwidth heavily loaded – video/BT
Geo-DNS is per province
Sucks when 100 million people share 1 DNS zone
Can’t locate by city, so inter-city links loaded
Students can’t route – where’s the potato ?
10. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Latency
Here, there, and everywhere
Tied to bandwidth and packet loss
Tied to regional interconnects
High latency is painful to games
Variable latency is death to games
Most games built assuming no/stable latency
Re-write when coming to China
11. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Fun with Data Centers
Everywhere, but very diverse
10x Price differences BJ / SH to countryside
Very small – often old office buildings
Limited power – 2.5KW, often 10-15 servers per rack
Poor service, connections & overloading a problem
e.g. Shanghai inbound traffic congested at night
Must understand the city, province, backbone
Choose your cities, data centers, and links carefully
Your first server must be in your home city
12. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Mobile is the Future ?
World’s largest mobile market – 500+ million phones
Already have MMORPGs, ads, other uses
iPhone 3G launches this week
Other 3G rolling out now – iStore, Android, BBerry
BUT . . .
Mobile Data Centers limit bandwidth, so locate servers
Congestion (think AT&T 3G in U.S.)
High and variable latency (maybe)
Compete with video, bit-torrent traffic
13. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
China Loves Games
All On-Line – few consoles or PC games
World’s largest market, by far – billions of $$
Simple Casual
Multi-Player Casual
Simple MMORPG
FPS MMORPG
Mobile MMOPRPG
Hyrbids
14. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Simple Casual Games
Example: Spil Games (www.spilgames.com)
Tic-Tac-Toe
Card Games
Jungle Shooter
No skill required
Usually free, no virtual goods
Usually Flash or HTML
Usually single player
Little/No server communication
15. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Multi-Player Casual
Example: Radiance
(www.Radiance.cn)
Volleyball
Basketball
Car Racing
Usually free
Usually virtual goods
$1-2/game, $20-30 for goods – shirt to go 80-> 90% accuracy
Complexity & Skill often undesirable – K to kill, S to shoot
Flash or Heavy Client-based
Server or P2P-based
Lots of network traffic
Very latency sensitive
16. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Casual Game Player
No skill desired
Use one hand
Why ? Smoking !
Multi-task
Game
Watch Movie
Chat (MSN/QQ)
17. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Multi-tasking
18. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
MMORPG
Example: World-of-WarCraft
Often pay-to-play
Huge clients – MB/GB
Heavy network traffic
Heavy server loads
Latency sensitive
19. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
MMO Traffic
Related to many things
Number of on-line users
Log in/out
Chat
Buying items
Number of interacting users, per place
Number of objects in use by each user
Reaches Gbps quickly to server
Have a model for 50Gbps at 1 million users
20. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Results ?
Very challenging game play
Worst for multi-player sports
BBall, VBall, racing, tennis
Latency 300-3,000ms
No ball or 2 balls
Locality is almost everything
P2P not much better
Many strategies required
21. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
General Strategies
Cluster users by region / server
Self vs. Auto-Select
Eject slowpokes
But, players want to go where the action is
Measure & sort by real-time speed
Reduce chatter, cut bandwidth needs
Predict motion to reduce messages
22. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Some Strategies
Choose server location / links carefully
Buy links to North / South / Students
Cache everywhere (Client, CDN, Region, Cafe)
Traffic & Assets are huge
Build for variable latency
Retry, a lot, again
Find experienced operations people
23. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
More Strategies
Gather players
Measure them
Let players evict slow ones
If P2P controller disconnects, game dies
Simple, but painful
Pre-install; 1GB download, lost on reboot
1GB download/100MB updates monthly
24. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Lessons Learned
The network hates you
The only certainty is uncertainty
Especially latency & basic availability
If P2P, test users & use servers wisely
Know where users are, if you can
Manage them to zones & locality
Measure & reduce bandwidth
CDN everything possible
Know the network, ideally in real-time
25. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Summary
China an exciting place, on many levels
Internet challenging & fairly complex
Truly massive game audience
Innovative compensation for infrastructure