Nvidia is supporting cloud gaming with its new GRID gaming server stack. The stack includes 21 servers, with 20 servers each containing 12 GPUs that can support 2 users each for a total of 480 supported users. Nvidia's internal encoding helps reduce latency by about 40 ms, allowing users to enjoy seamless 720p gaming with only 6 Mbps download speeds. The stack aims to provide consistent performance for each user regardless of server load through dynamic CPU and RAM allocation.
Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users frictionless and direct play-ability of games across various devices.
Gaming on demand is a game service which takes advantage of a broadband connection, large server clusters, encryption and compression to stream game content to a subscriber's device. Users can play games without downloading or installing the actual game. Game content is not stored on the user's hard drive and game code execution occurs primarily at the server cluster, so the subscriber can use a less powerful computer to play the game than the game would normally require, since the server does all performance-intensive operations usually done by the end user's computer.
To Know More: https://en.wikipedia.org/wiki/Cloud_gaming
Cloud Gaming Architectures: From Social to Mobile to MMOAWS Germany
October 21st 2015, Cloud Gaming Architectures: From Social to Mobile to MMO, Mark Bate
Das AWS Pop-up Loft in Berlin ist nur für kurze Zeit geöffnet. Vom 15.10. bis 13.11.2015 haben Sie die einmalige Gelegenheit Teil von etwas Besonderem zu sein. Werden Sie jetzt kostenlos Loft Member und erhalten Sie exklusiven Zugang zu den attraktiven Loft-Angeboten. http://aws.amazon.com/de/start-ups/loft/de-loft/
Stream games and apps to any device. Use public cloud services like AWS. Utilizing desktop class GPU from Nvidia or AMD to offer full HD game streaming service.
Introducing GeForce NOW, a new game streaming service that is like Netflix for games. Learn about the benefits, technology and roadmap that will transform how video games are played.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
Research on cloud gaming: status and perspectivesGwendal Simon
Cloud gaming is seen as a major driver for future gaming business. However, cloud gaming is also a big challenge regarding the technical aspects. Researchers have worked on the area in the recent years. This presentation provides a tour on the research activities in the area. We make a focus on network latency aspects. We provide all along the presentation some research challenges.
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.
Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users frictionless and direct play-ability of games across various devices.
Gaming on demand is a game service which takes advantage of a broadband connection, large server clusters, encryption and compression to stream game content to a subscriber's device. Users can play games without downloading or installing the actual game. Game content is not stored on the user's hard drive and game code execution occurs primarily at the server cluster, so the subscriber can use a less powerful computer to play the game than the game would normally require, since the server does all performance-intensive operations usually done by the end user's computer.
To Know More: https://en.wikipedia.org/wiki/Cloud_gaming
Cloud Gaming Architectures: From Social to Mobile to MMOAWS Germany
October 21st 2015, Cloud Gaming Architectures: From Social to Mobile to MMO, Mark Bate
Das AWS Pop-up Loft in Berlin ist nur für kurze Zeit geöffnet. Vom 15.10. bis 13.11.2015 haben Sie die einmalige Gelegenheit Teil von etwas Besonderem zu sein. Werden Sie jetzt kostenlos Loft Member und erhalten Sie exklusiven Zugang zu den attraktiven Loft-Angeboten. http://aws.amazon.com/de/start-ups/loft/de-loft/
Stream games and apps to any device. Use public cloud services like AWS. Utilizing desktop class GPU from Nvidia or AMD to offer full HD game streaming service.
Introducing GeForce NOW, a new game streaming service that is like Netflix for games. Learn about the benefits, technology and roadmap that will transform how video games are played.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
Research on cloud gaming: status and perspectivesGwendal Simon
Cloud gaming is seen as a major driver for future gaming business. However, cloud gaming is also a big challenge regarding the technical aspects. Researchers have worked on the area in the recent years. This presentation provides a tour on the research activities in the area. We make a focus on network latency aspects. We provide all along the presentation some research challenges.
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.
Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users frictionless and direct play-ability of games across various devices.
Cloud Computing and the Gaming Industry - ProfitBricks TalkProfitBricks
Cloud Computing is transforming the Gaming Industry and providing numerous benefits for organizations that migrate their development, testing and production systems to the Cloud. In this talk, Axel Herr, COO of ProfitBricks, the world's Price/Performance leader in Cloud Computing IaaS shares his unique insight from 30+ years in the IT/Gaming industry and why Cloud Computing makes gaming companies more agile and have lower costs. ProfitBricks is the only Cloud Computing provider to offer InfiniBand based networking free of charge and these 80 Gbps connections between servers and between servers and storage provide HPC (High Performance Computing) like networking speeds with low latency.
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.
RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14AMD Developer Central
Learn more about how AMD’s RapidFire SDK simplifies the delivery of multi-game streaming from a single GPU while minimizing latency to ensure one of the best cloud gaming experiences in this presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Also view this and other presentations on our developer website at http://developer.amd.com/resources/documentation-articles/conference-presentations/
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).
Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic ApproachAcademia Sinica
Cloud gaming makes any computer game playable on a thin client without worrying the hardware requirements as before. It frees players from the need to constantly upgrade their computers as they can now play games that host on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on server nodes and thin clients do not possess game state information that is required by delay compensation techniques.
In this paper, we investigate how the response latency would affect users' experience when playing games on clouds and how the impact of latency on players' experience varies across different games. We show that not all games are equally friendly to cloud gaming. The same degree of latency may have very different impact on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and game screen dynamics. The model can be used to enhance players' experience in cloud gaming and optimize data center operation cost simultaneously.
Storage in a Mission Critical Cloud(stack)Funs Kessen
Presso at the Cloudstack Collaboration Conference 2012. Outlining the evolution of the Schuberg Philis Cloud Storage design and how we got to version 1.0. The pitfalls, painful moments and how we overcame these. Should be accompanied by the video that was shot, but I'll add that as soon as it's online.
GS-4145, Oxide discusses how Mantle enables game engine performance, by Dan B...AMD Developer Central
Presentation GS-4145, Oxide discusses how Mantle enables game engine performance, by Dan Baker, Tim Kip and Guennadi Riguer at the AMD Developer Summit (APU13) November 11-13, 2012.
This presentation highlights the differences between GPU and CPU and the competitors of each market in both of them. It also discusses the new Nvidia Kepler GPU on Tegra K1 System on Chip.
It was Presented on elective course "Selected Topics in advanced Embedded Systems" at university.
Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users frictionless and direct play-ability of games across various devices.
Cloud Computing and the Gaming Industry - ProfitBricks TalkProfitBricks
Cloud Computing is transforming the Gaming Industry and providing numerous benefits for organizations that migrate their development, testing and production systems to the Cloud. In this talk, Axel Herr, COO of ProfitBricks, the world's Price/Performance leader in Cloud Computing IaaS shares his unique insight from 30+ years in the IT/Gaming industry and why Cloud Computing makes gaming companies more agile and have lower costs. ProfitBricks is the only Cloud Computing provider to offer InfiniBand based networking free of charge and these 80 Gbps connections between servers and between servers and storage provide HPC (High Performance Computing) like networking speeds with low latency.
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.
RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14AMD Developer Central
Learn more about how AMD’s RapidFire SDK simplifies the delivery of multi-game streaming from a single GPU while minimizing latency to ensure one of the best cloud gaming experiences in this presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Also view this and other presentations on our developer website at http://developer.amd.com/resources/documentation-articles/conference-presentations/
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).
Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic ApproachAcademia Sinica
Cloud gaming makes any computer game playable on a thin client without worrying the hardware requirements as before. It frees players from the need to constantly upgrade their computers as they can now play games that host on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on server nodes and thin clients do not possess game state information that is required by delay compensation techniques.
In this paper, we investigate how the response latency would affect users' experience when playing games on clouds and how the impact of latency on players' experience varies across different games. We show that not all games are equally friendly to cloud gaming. The same degree of latency may have very different impact on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and game screen dynamics. The model can be used to enhance players' experience in cloud gaming and optimize data center operation cost simultaneously.
Storage in a Mission Critical Cloud(stack)Funs Kessen
Presso at the Cloudstack Collaboration Conference 2012. Outlining the evolution of the Schuberg Philis Cloud Storage design and how we got to version 1.0. The pitfalls, painful moments and how we overcame these. Should be accompanied by the video that was shot, but I'll add that as soon as it's online.
GS-4145, Oxide discusses how Mantle enables game engine performance, by Dan B...AMD Developer Central
Presentation GS-4145, Oxide discusses how Mantle enables game engine performance, by Dan Baker, Tim Kip and Guennadi Riguer at the AMD Developer Summit (APU13) November 11-13, 2012.
This presentation highlights the differences between GPU and CPU and the competitors of each market in both of them. It also discusses the new Nvidia Kepler GPU on Tegra K1 System on Chip.
It was Presented on elective course "Selected Topics in advanced Embedded Systems" at university.
MT58 High performance graphics for VDI: A technical discussionDell EMC World
Hyper-converged infrastructure appliances can enable high end virtualized graphics for all of your users. With proper planning and configuring, the VxRail and Virtual SAN Ready Nodes with Horizon and GPU technology from NVIDIA provide enhanced user experiences. Even the most demanding CAD/CAM “power users” can realize multiple benefits from a virtualized desktop experience. Wyse endpoints complete the end-to-end environment with improved security and rich, rewarding user experiences. Learn best practices, planning, configuration and deployment recommendations to avoid implementation trials and tribulations in this technical session.
Our unique 1U GPU servers allow you to use the latest GPUs (Tesla, GTX285, Quadro FX5800) for visualization or offloading processing in a small form factor. These are built on Intel\'s latest Nehalem processors.
Waupaca County and Trempealeau County have both been running ArcGIS server (AGS) web mapping applications since late 2007. The two Counties worked together throughout the implementation process. They hope to share how to plan for an AGS implementation and potential pitfalls to avoid. The session is intended to be a starting point for users planning to implement AGS web mapping applications. Topics covered will be relevant
to software versions 9.2 and 9.3.
VMworld 2013: A Technical Deep Dive on VMware Horizon View 5.2 Performance an...VMworld
VMworld 2013
Banit Agrawal, VMware
Warren Ponder, VMware
Learn more about VMworld and register at http://www.vmworld.com/index.jspa?src=socmed-vmworld-slideshare
2. SERVER STACK SPECS
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1 GRID Server
•
•
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12 GPUs
Each GPU supports 2 users (12 x 2 = 24)
Stack includes 21 servers
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20 GRID servers (20 x 24 users = 480 users)
1 management server
3. BATTLING LAG
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Internal Nvidia encoding fast track
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Saves about 40 ms of latency
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Users only need 6Mbs download to enjoy seamless 720p gaming
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Choice between 720p and 1080p left up to service providers
4. CONSISTANCY WITH THE GRID
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GRID server has the ability to dynamically allocate CPU power and RAM to exclude the performance flux
from server load.
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Whether 1 user or 24 there shouldn’t be noticeable change in performance.
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Downside to fixed allocation is that graphics power per user is similar to a GT 640 card (417 GFLOPS)
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Demo by Nvidia was done on an andriod tablet with a bluetooth controller
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Brings gaming to devices that weren’t previously possible (tablets, smartphones, low end PCs)