RapidFire is a dedicated cloud gaming hardware and software solution from AMD that aims to simplify integration and deliver more high-definition game streams per GPU with low latency. It utilizes AMD hardware on both the server and client sides. The API provides functions for encoding and decoding video and audio streams, capturing input events, and displaying frames with low latency for cloud gaming applications. Eureva has implemented RapidFire in their Swiich solution to virtualize and stream any DirectX or OpenGL game in real-time with ultra-low latency over existing networks.
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.
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.
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).
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.
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.
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.
Understanding The Performance of Thin-Client GamingAcademia Sinica
The thin-client model is considered a perfect fit for online gaming. As modern games normally require tremendous computing and rendering power at the game client, deploying games with such models can transfer the burden of hardware upgrades from players to game operators. As a result, there are a variety of solutions proposed for thin-client gaming today. However, little is known about the performance of such thinclient systems in different scenarios, and there is no systematic means yet to conduct such analysis.
In this paper, we propose a methodology for quantifying the performance of thin-clients on gaming, even for thin-clients which are close-sourced. Taking a classic game, Ms. Pac-Man, and three popular thin-clients, LogMeIn, TeamViewer, and UltraVNC, as examples, we perform a demonstration study and determine that 1) display frame rate and frame distortion are both critical to gaming; and 2) different thin-client implementations may have very different levels of robustness against network impairments. Generally, LogMeIn performs best when network conditions are reasonably good, while TeamViewer and UltraVNC are the better choices under certain network conditions.
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.
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.
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).
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.
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.
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.
Understanding The Performance of Thin-Client GamingAcademia Sinica
The thin-client model is considered a perfect fit for online gaming. As modern games normally require tremendous computing and rendering power at the game client, deploying games with such models can transfer the burden of hardware upgrades from players to game operators. As a result, there are a variety of solutions proposed for thin-client gaming today. However, little is known about the performance of such thinclient systems in different scenarios, and there is no systematic means yet to conduct such analysis.
In this paper, we propose a methodology for quantifying the performance of thin-clients on gaming, even for thin-clients which are close-sourced. Taking a classic game, Ms. Pac-Man, and three popular thin-clients, LogMeIn, TeamViewer, and UltraVNC, as examples, we perform a demonstration study and determine that 1) display frame rate and frame distortion are both critical to gaming; and 2) different thin-client implementations may have very different levels of robustness against network impairments. Generally, LogMeIn performs best when network conditions are reasonably good, while TeamViewer and UltraVNC are the better choices under certain network conditions.
Keynote (Phil Rogers) - The Programmers Guide to Reaching for the Cloud - by ...AMD Developer Central
Keynote presentation, The Programmers Guide to Reaching for the Cloud, by Phil Rogers, AMD Corporate Fellow, AMD, at the AMD Developer Summit (APU13), Nov. 11-13, 2013.
Streamed Cloud Gaming Solutions for Android* and PC GamesIntel® Software
Cloud gaming is getting a lot of press lately. As the leading cloud service provider in China, Tencent is embracing the cloud to deliver graphic-intensive PC and mobile games, as well as core developer solutions.
Crossing platforms: bringing call of duty to mobile – Unite Copenhagen 2019Unity Technologies
To have the same game experience from one platform to another is no easy task, but just imagine the risks and challenges when it's a blockbuster hit like Call of Duty. These slides share a behind-the-scenes look at the challenges and steps Activision and Tencent took to develop Call of Duty for mobile, with a particular focus on how to optimize the mobile gaming experience. You'll also see how Samsung's Galaxy GameDev team supported Tencent to bring high fidelity and stable performance to the gaming experience with Vulkan and Adaptive Performance by Unity.
Speakers:
Jungwoo Kim - Samsung
Anton Syniavskyi - Samsung
Watch the session on YouTube: https://youtu.be/r-kICWS-XWI
CC-4006, Deliver Hardware Accelerated Applications Using RemoteFX vGPU with W...AMD Developer Central
Presentation CC-4006, Deliver Hardware Accelerated Applications Using RemoteFX vGPU with Windows Server, by Derrick Isoka at the AMD Developer Summit (APU13) November 11-13, 2013
Computer Vision Powered by Heterogeneous System Architecture (HSA) by Dr. Ha...AMD Developer Central
Computer Vision Powered by Heterogeneous System Architecture (HSA) by Dr. Harris Gasparakis, AMD, at the Embedded Vision Alliance Summit, May 2014.
Harris Gasparakis, Ph.D., is AMD’s OpenCV manager. In addition to enhancing OpenCV with OpenCL acceleration, he is engaged in AMD’s Computer Vision strategic planning, ISVs, and AMD Ventures engagements, including technical leadership and oversight in the AMD Gesture product line. He holds a Ph.D. in theoretical high energy physics from YITP at SUNYSB. He is credited with enabling real-time volumetric visualization and analysis in Radiology Information Systems (Terarecon), including the first commercially available virtual colonoscopy system (Vital Images). He was responsible for cutting edge medical technology (Biosense Webster, Stereotaxis, Boston Scientific), incorporating image and signal processing with AI and robotic control.
An Introduction to OpenCL™ Programming with AMD GPUs - AMD & Acceleware WebinarAMD Developer Central
This deck presents highlights from the Introduction to OpenCL™ Programming Webinar presented by Acceleware & AMD on Sept. 17, 2014. Watch a replay of this popular webinar on the AMD Dev Central YouTube channel here: https://www.youtube.com/user/AMDDevCentral or here for the direct link: http://bit.ly/1r3DgfF
Rendering Battlefield 4 with Mantle by Johan Andersson - AMD at GDC14AMD Developer Central
Johan Andersson will show how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 on PC and future games from Electronic Arts 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/
HC-4020, Enhancing OpenCL performance in AfterShot Pro with HSA, by Michael W...AMD Developer Central
Presentation Hc-4020, Enhancing OpenCL performance in AfterShot Pro with HSA, by Michael Wootton at the AMD Developer Summit (APU13) November 11-13, 2013.
XPDDS18: CPUFreq in Xen on ARM - Oleksandr Tyshchenko, EPAM SystemsThe Linux Foundation
The motivation of hypervisor based CPUFreq is to enable the one of the main PM use-cases (Dynamic voltage and frequency scaling) in virtualized system powered by Xen hypervisor. Rationale behind this activity is that CPU virtualization is done by hypervisor and the guest OS doesn't actually know anything about physical CPUs because it is running on virtual CPUs.
In this talk Oleksandr will briefly describe the possible approach of generic CPUFreq in Xen on ARM, the advantages and disadvantages of having DVFS support on ARM boards powered by Xen hypervisor and share results of his CPUFreq PoC which implies power consumption measurements with and without CPUFreq enabled on R-Car Gen3 based board as an example.
XPDS13: Zero-copy display of guest framebuffers using GEM - John Baboval, CitrixThe Linux Foundation
The current state-of-the-art in displaying guest video is to copy pixel data from domU memory into a buffer in the device model domain, and then to render the display using something like X, or VNC. The quantity of data copied is partially mitigated by dirty page tracking. However when using the VM to play video or other other tasks that require frequent full-screen updates, copying is a significant drag on system performance and power consumption. By using the DRM subsystem in dom0 on systems with a unified memory architecture, it is possible to make arbitrary pages available for direct scanout by the graphics hardware. The in-kernel graphics drivers make this relatively straight forward and maintainable. This presentation explains how the current display path works, and how to use DRM to improve it.
Create a Scalable and Destructible World in HITMAN 2*Intel® Software
Gain insight into how IO Interactive* (IOI) designed the crowd, environmental audio, non-playable character simulation, and physical destruction systems to take advantage of available hardware and dynamically upscale resolution and deliver more realism. See the design and architecture of the destruction system, including the asset pipeline and game runtime that enables IOI to create a more interesting world for their players.
XPDS16: Display Handler, a Client Display Framework for Xen - Brendan Kerrig...The Linux Foundation
This presentation will introduce Display Handler, an open source implementation and framework for providing client virtualized display and input handling within Xen. Display Handler provides a modular approach to both graphics virtualization and input multiplexing. Designed from the ground up to be extensible, the base implementation includes a DRM dumb buffer based renderer, though research is being done on integrating Intel’s GVT-g as an alternative renderer. It includes a fully functional input server which can be extended to support different input sources and output formats as well as providing configurable filtering. The base implementation includes a Windows display driver for Windows XP/7 support, a Linux framebuffer driver for basic Linux guest support, and generic QEMU guest support. A Windows 10 guest display driver is in development in addition to a proper Linux DRM guest driver. It was written in C++ and includes a full suite of unit tests.
The presentation will cover the motivation behind the development of Display Handler, the overall architecture, and future directions planned for the framework, especially how it can fit in with various other graphics virtualization technologies that are currently under development. Challenges on providing a beneficial user experience in multi-VM workstations will also be discussed.
This presentation accompanies the webinar replay located here: http://bit.ly/1zmvlkL
AMD Media SDK Software Architect Mikhail Mironov shows you how to leverage an AMD platform for multimedia processing using the new Media Software Development Kit. He discusses how to use a new set of C++ interfaces for easy access to AMD hardware blocks, and shows you how to leverage the Media SDK in the development of video conferencing, wireless display, remote desktop, video editing, transcoding, and more.
Keynote (Phil Rogers) - The Programmers Guide to Reaching for the Cloud - by ...AMD Developer Central
Keynote presentation, The Programmers Guide to Reaching for the Cloud, by Phil Rogers, AMD Corporate Fellow, AMD, at the AMD Developer Summit (APU13), Nov. 11-13, 2013.
Streamed Cloud Gaming Solutions for Android* and PC GamesIntel® Software
Cloud gaming is getting a lot of press lately. As the leading cloud service provider in China, Tencent is embracing the cloud to deliver graphic-intensive PC and mobile games, as well as core developer solutions.
Crossing platforms: bringing call of duty to mobile – Unite Copenhagen 2019Unity Technologies
To have the same game experience from one platform to another is no easy task, but just imagine the risks and challenges when it's a blockbuster hit like Call of Duty. These slides share a behind-the-scenes look at the challenges and steps Activision and Tencent took to develop Call of Duty for mobile, with a particular focus on how to optimize the mobile gaming experience. You'll also see how Samsung's Galaxy GameDev team supported Tencent to bring high fidelity and stable performance to the gaming experience with Vulkan and Adaptive Performance by Unity.
Speakers:
Jungwoo Kim - Samsung
Anton Syniavskyi - Samsung
Watch the session on YouTube: https://youtu.be/r-kICWS-XWI
CC-4006, Deliver Hardware Accelerated Applications Using RemoteFX vGPU with W...AMD Developer Central
Presentation CC-4006, Deliver Hardware Accelerated Applications Using RemoteFX vGPU with Windows Server, by Derrick Isoka at the AMD Developer Summit (APU13) November 11-13, 2013
Computer Vision Powered by Heterogeneous System Architecture (HSA) by Dr. Ha...AMD Developer Central
Computer Vision Powered by Heterogeneous System Architecture (HSA) by Dr. Harris Gasparakis, AMD, at the Embedded Vision Alliance Summit, May 2014.
Harris Gasparakis, Ph.D., is AMD’s OpenCV manager. In addition to enhancing OpenCV with OpenCL acceleration, he is engaged in AMD’s Computer Vision strategic planning, ISVs, and AMD Ventures engagements, including technical leadership and oversight in the AMD Gesture product line. He holds a Ph.D. in theoretical high energy physics from YITP at SUNYSB. He is credited with enabling real-time volumetric visualization and analysis in Radiology Information Systems (Terarecon), including the first commercially available virtual colonoscopy system (Vital Images). He was responsible for cutting edge medical technology (Biosense Webster, Stereotaxis, Boston Scientific), incorporating image and signal processing with AI and robotic control.
An Introduction to OpenCL™ Programming with AMD GPUs - AMD & Acceleware WebinarAMD Developer Central
This deck presents highlights from the Introduction to OpenCL™ Programming Webinar presented by Acceleware & AMD on Sept. 17, 2014. Watch a replay of this popular webinar on the AMD Dev Central YouTube channel here: https://www.youtube.com/user/AMDDevCentral or here for the direct link: http://bit.ly/1r3DgfF
Rendering Battlefield 4 with Mantle by Johan Andersson - AMD at GDC14AMD Developer Central
Johan Andersson will show how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 on PC and future games from Electronic Arts 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/
HC-4020, Enhancing OpenCL performance in AfterShot Pro with HSA, by Michael W...AMD Developer Central
Presentation Hc-4020, Enhancing OpenCL performance in AfterShot Pro with HSA, by Michael Wootton at the AMD Developer Summit (APU13) November 11-13, 2013.
XPDDS18: CPUFreq in Xen on ARM - Oleksandr Tyshchenko, EPAM SystemsThe Linux Foundation
The motivation of hypervisor based CPUFreq is to enable the one of the main PM use-cases (Dynamic voltage and frequency scaling) in virtualized system powered by Xen hypervisor. Rationale behind this activity is that CPU virtualization is done by hypervisor and the guest OS doesn't actually know anything about physical CPUs because it is running on virtual CPUs.
In this talk Oleksandr will briefly describe the possible approach of generic CPUFreq in Xen on ARM, the advantages and disadvantages of having DVFS support on ARM boards powered by Xen hypervisor and share results of his CPUFreq PoC which implies power consumption measurements with and without CPUFreq enabled on R-Car Gen3 based board as an example.
XPDS13: Zero-copy display of guest framebuffers using GEM - John Baboval, CitrixThe Linux Foundation
The current state-of-the-art in displaying guest video is to copy pixel data from domU memory into a buffer in the device model domain, and then to render the display using something like X, or VNC. The quantity of data copied is partially mitigated by dirty page tracking. However when using the VM to play video or other other tasks that require frequent full-screen updates, copying is a significant drag on system performance and power consumption. By using the DRM subsystem in dom0 on systems with a unified memory architecture, it is possible to make arbitrary pages available for direct scanout by the graphics hardware. The in-kernel graphics drivers make this relatively straight forward and maintainable. This presentation explains how the current display path works, and how to use DRM to improve it.
Create a Scalable and Destructible World in HITMAN 2*Intel® Software
Gain insight into how IO Interactive* (IOI) designed the crowd, environmental audio, non-playable character simulation, and physical destruction systems to take advantage of available hardware and dynamically upscale resolution and deliver more realism. See the design and architecture of the destruction system, including the asset pipeline and game runtime that enables IOI to create a more interesting world for their players.
XPDS16: Display Handler, a Client Display Framework for Xen - Brendan Kerrig...The Linux Foundation
This presentation will introduce Display Handler, an open source implementation and framework for providing client virtualized display and input handling within Xen. Display Handler provides a modular approach to both graphics virtualization and input multiplexing. Designed from the ground up to be extensible, the base implementation includes a DRM dumb buffer based renderer, though research is being done on integrating Intel’s GVT-g as an alternative renderer. It includes a fully functional input server which can be extended to support different input sources and output formats as well as providing configurable filtering. The base implementation includes a Windows display driver for Windows XP/7 support, a Linux framebuffer driver for basic Linux guest support, and generic QEMU guest support. A Windows 10 guest display driver is in development in addition to a proper Linux DRM guest driver. It was written in C++ and includes a full suite of unit tests.
The presentation will cover the motivation behind the development of Display Handler, the overall architecture, and future directions planned for the framework, especially how it can fit in with various other graphics virtualization technologies that are currently under development. Challenges on providing a beneficial user experience in multi-VM workstations will also be discussed.
This presentation accompanies the webinar replay located here: http://bit.ly/1zmvlkL
AMD Media SDK Software Architect Mikhail Mironov shows you how to leverage an AMD platform for multimedia processing using the new Media Software Development Kit. He discusses how to use a new set of C++ interfaces for easy access to AMD hardware blocks, and shows you how to leverage the Media SDK in the development of video conferencing, wireless display, remote desktop, video editing, transcoding, and more.
Dr. Torres gives great information on age related macular degeneration. This is a great update not only on the disease but on emerging treatments for this devastating problem.
Heterogeneous Systems Architecture: The Next Area of Computing Innovation AMD
Dr. Lisa Su, Senior Vice President and GM, Global Business Units, AMD keynote from ISSCC on Heterogeneous Systems Architecture: The Next Area of Computing Innovation - Case Study, The Holodeck.
Intel Processor Trace (or Intel PT) is an processor extension for IA64 and IA32. The extension captures how a program got executed in machine-instruction level. All dynamic events, such as, branches, calls and interrupts, are recorded. This allows perfect reconstruction of previous execution by a trace analyzer.
This slide summarizes which data is generated out from this extension.
AMD is introducing “Seattle,” a 64-bit ARM-based server System-on a –Chip (SoC) built on the same technology that powers billions of today’s most popular mobile devices.
"AMD - Phenom - O Verdadeiro Processamento Com 4 Núcleos"Fabrício Pinheiro
Web seminário realizado dia 11 de abril de 2008, às 15h (horário de Brasília) tendo como palestrante Roberto Brandão, Gerente de Tecnologia da AMD South America Ltda.
Para que não pode participar, pode conferir aqui a apresentação com o audio.
Link do áudio: http://bizrevolution.typepad.com/AMDPhenom32.mp3
ATi Radeon - O poder da computação visual para tirar o máximo do seu computador.Fabrício Pinheiro
Web seminário realizado dia 29 de abril de 2008, às 15h (horário de Brasília) tendo como palestrante Otto Stoeterau, Gerente de Soluções Gráficas e Infraestrutura para a Amérilca Latina da AMD.
Para que não pode participar, pode conferir aqui a apresentação com o audio.
Link do áudio:
http://www.bizrevolution.com.br/podcasting/ATi32.mp3
A look at how new Direct3D advancements enhance efficiency and enable fully-threaded building of command buffers in this prentation 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/
This AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21 explains how Mantle features can enable developers to improve both CPU and GPU performance in their titles. Also view this and other presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
Discussion of solutions for SDI to PCIe that enables up to 4 bi-directional channels of 1080p Video. Including an examination of applications, challenges and benefits associated with implementing PCIe-based systems, and a discussion of a video framework that simplifies hardware design for video systems with a PCIe-based design.
A presentation I made at OpenStack Summit in Paris (November 2014) showing the Remote Rendering plateform built in the XLCloud project. The main topic of the presentation is related to optimizing the video encoding by analysing the images and user attention.
In this Case Study read about Mistral’s expertise in designing a flexible and easily upgrade-able Video recording & processing solution with high resolution and frame rate for defense and aerospace applications.
VMworld 2013: On the Way to GPU Virtualization – 3D Acceleration in Virtual M...VMworld
VMworld 2013
Sumit Agarwal, AMD
Yizhong Zhang, VMware
Learn more about VMworld and register at http://www.vmworld.com/index.jspa?src=socmed-vmworld-slideshare
Vulkan and DirectX12 share many common concepts, but differ vastly from the APIs most game developers are used to. As a result, developing for DX12 or Vulkan requires a new approach to graphics programming and in many cases a redesign of the Game Engine. This lecture will teach the basic concepts common to Vulkan and DX12 and help developers overcome the main problems that often appear when switching to one of the new APIs. It will explain how those new concepts will help games utilize the hardware more efficiently and discuss best practices for game engine development.
For more, visit http://developer.amd.com/
AMD’s math libraries can support a range of programmers from hobbyists to ninja programmers. Kent Knox from AMD’s library team introduces you to OpenCL libraries for linear algebra, FFT, and BLAS, and shows you how to leverage the speed of OpenCL through the use of these libraries.
Review the material presented in the AMD Math libraries webinar in this deck.
For more:
Visit the AMD Developer Forums:http://devgurus.amd.com/welcome
Watch the replay: www.youtube.com/user/AMDDevCentral
Follow us on Twitter: https://twitter.com/AMDDevCentral
This is the slide deck from the popular "Introduction to Node.js" webinar with AMD and DevelopIntelligence, presented by Joshua McNeese. Watch our AMD Developer Central YouTube channel for the replay at https://www.youtube.com/user/AMDDevCentral.
Learn more about DirectGMA in this blog post: bit.ly/AMDDirectGMA
AMD has introduced Direct Graphics Memory Access in order to:
‒ Makes a portion of the GPU memory accessible to other devices
‒ Allows devices on the bus to write directly into this area of GPU memory
‒ Allows GPUs to write directly into the memory of remote devices on the bus supporting DirectGMA
‒ Provides a driver interface to allow 3rd party hardware vendors to support data exchange with an AMD GPU using DirectGMA
‒ and more
View the accompanying blog post here: bit.ly/AMDDirectGMA
This Webinar explores a variety of new and updated features in Java 8, and discuss how these changes can positively impact your day-to-day programming.
Watch the video replay here: http://bit.ly/1vStxKN
Your Webinar presenter, Marnie Knue, is an instructor for Develop Intelligence and has taught Sun & Oracle certified Java classes, RedHat JBoss administration, Spring, and Hibernate. Marnie also has spoken at JavaOne.
The Small Batch (and other) solutions in Mantle API, by Guennadi Riguer, Mant...AMD Developer Central
This presentation discusses the Mantle API, what it is, why choose it, and abstraction level, small batch performance and platform efficiency.
Download the presentation from the AMD Developer website here: http://bit.ly/TrEUeC
Inside XBox One by Martin Fuller from the Sweden Game Developers Conference, June 2, 2014, Stockholm, Sweden. View other presentations here: http://bit.ly/TrEUeC
Productive OpenCL Programming An Introduction to OpenCL Libraries with Array...AMD Developer Central
In this webinar presentation, ArrayFire COO Oded Green demonstrates best practices to help you quickly get started with OpenCL™ programming. Learn how to get the best performance from AMD hardware in various programming languages using ArrayFire. Oded discusses the latest advancements in the OpenCL™ ecosystem, including cutting edge OpenCL™ libraries such as clBLAS, clFFT, clMAGMA and ArrayFire. Examples are shown in real code for common application domains.
Watch the webinar here: http://bit.ly/1obT0M2
For more developer resources, visit:
http://arrayfire.com/
http://developer.amd.com/
Follow us on Twitter: https://twitter.com/AMDDevCentral
See info in the slides for more contact information and resource links!
Mantle and Nitrous - Combining Efficient Engine Design with a modern API - AM...AMD Developer Central
Oxide Games Partners Dan Baker and Tim Kipp will show you how to build a high throughput renderer using the Mantle API in this AMD technology 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/
Bill explains some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Check out more technical presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
Keynote (Nandini Ramani) - The Role of Java in Heterogeneous Computing & How ...AMD Developer Central
Keynote presentation, The Role of Java in Heterogeneous Computing, and How You Can Help, by Nandini Ramani, VP, Java Platform, Oracle Corporation, at the AMD Developer Summit (APU13), Nov. 11-13, 2013.
Keynote (Mike Muller) - Is There Anything New in Heterogeneous Computing - by...AMD Developer Central
Keynote presentation, Is There Anything New in Heterogeneous Computing, by Mike Muller, Chief Technology Officer, ARM, at the AMD Developer Summit (APU13), Nov. 11-13, 2013.
Keynote (Mike Muller) - Is There Anything New in Heterogeneous Computing - by...
RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14
1. ALLEN BOURGOYNE
DIRECTOR ISV RELATIONS
AMD PROFESSIONAL GRAPHICS
RapidFire: The Easy Route To Low
Latency Cloud Gaming Solutions
2. 2 | GDC 2014 | MARCH 19, 2014
AMD RapidFire Technology
Low
Latency
HD Image Quality Multiple Streams
Virtualization
Enablement
Most cloud gaming solutions are CPU based
AMD RapidFire is dedicated cloud hardware and software solution with an API to
simplify integration
–Deliver more HD games streams per GPU with low latency -> 6 x HD 720p30 fps
–Leverage AMD hardware on both server and client
3. 3 | GDC 2014 | MARCH 19, 2014
AMD RapidFire Technology
High
resolution
Collaborative Virtual Desktop
Adaptive to
Network environment
Design for many use cases and workflows
4. 4 | GDC 2014 | MARCH 19, 2014
AMD RapidFire Technology
Server Network Client User Interface
4 independent components using software and hardware acceleration
HW H264 Encoding
GPU Encoding
CPU Encoding
Plugins Encoding
Multi-stream
Multi-API
(DX9/11/OpenGL/
OpenCL)
Encryption
Desktop and window
direct encoding
Adaptive protocol HW H264 Decoding
CPU Decoding
Custom GPU Decoding
Multi-platform
(Win/Linux/IOS/Android)
Multi-API
(DX9/11/OpenGL/
OpenCL)
Touch
Keyboard
Mouse
Multi-platform
6. 6 | GDC 2014 | MARCH 19, 2014
AMD AMD RapidFire Technology
Server
Client
Keyboard
Mouse events
Keyboard
Mouse
decode
HW
H264
Encode
GPU
Frame Buffer
System Memory
DRIVER
RAPIDFIRE API
CPU
H264
Encode
Keyboard
Mouse
Network
7. 7 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE TECHNOLOGY
DATA FLOW OVERVIEW
Server Client
Radeon Sky GPU
NETWORK
ENCODE3D ENGINE
FRAME BUFFER
NETWORKGAME SERVER
DECODE UI
FRAME BUFFER
RF API module
external module
8. 8 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE TECHNOLOGY
SERVER SIDE DATA FLOW
Server
Radeon Sky GPU
NETWORK
ENCODE
3D ENGINE
GAME
INSTANCE
Network component
transfers UI events from
the client to the server
EXECUTION
RESOURCES
FRAME BUFFER
9. 9 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE TECHNOLOGY
SERVER SIDE DATA FLOW
Server
Radeon Sky GPU
NETWORK
ENCODE
3D ENGINE
GAME
INSTANCE
Network component
transfers UI events from
the client to the server
Game server sends
commands to GPU to draw
next frame
EXECUTION
RESOURCES
FRAME BUFFER
10. 10 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE TECHNOLOGY
SERVER SIDE DATA FLOW
Server
Radeon Sky GPU
NETWORK
ENCODE
3D ENGINE
GAME
INSTANCE
Network component
transfers UI events from
the client to the server
Game server sends
commands to GPU to draw
next frame
GPU distributes the work
among execution resources
and produces resulting
frame into the frame buffer
EXECUTION
RESOURCES
FRAME BUFFER
11. 11 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE TECHNOLOGY
SERVER SIDE DATA FLOW
Server
Radeon Sky GPU
NETWORK
ENCODE
3D ENGINE
GAME
INSTANCE
Network component
transfers UI events from
the client to the server
Game server sends
commands to GPU to draw
next frame
GPU distributes the work
among execution resources
and produces resulting
frame into the frame buffer
VCE is performing
asynchronous frame
sequence encoding into
H264 video stream and the
data is fetched to system
memory by the app
EXECUTION
RESOURCES
FRAME BUFFER
12. 12 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE TECHNOLOGY
SERVER SIDE DATA FLOW
Server
Radeon Sky GPU
NETWORK
ENCODE
3D ENGINE
GAME
INSTANCE
Network component
transfers UI events from
the client to the server
Game server sends
commands to GPU to draw
next frame
GPU distributes the work
among execution resources
and produces resulting
frame into the frame buffer
VCE is performing
asynchronous frame
sequence encoding into
H246 video stream and the
data is fetched to system
memory by the app
SW-encoded audio stream
is merged with the video
stream and sent to the
network
EXECUTION
RESOURCES
FRAME BUFFER
13. 13 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE TECHNOLOGY
CLIENT SIDE DATA FLOW
Client
Radeon GPU
NETWORK
DECODE
Game client receives H264
stream from the server
using RTSP protocol
FRAME BUFFER
GAME CLIENT
DECODE AUDIO
Audio device
UI
Input
devices
14. 14 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE TECHNOLOGY
CLIENT SIDE DATA FLOW
Client
AMD GPU
NETWORK
H264 DECODE
Game client receives H264
stream from the server
using RTSP protocol
The client sends the stream
to AMD GPU which
performs H264 hardware
decoding to the frame
buffer
FRAME BUFFER
GAME CLIENT
DECODE
Audio device
UI
Input
devices
15. 15 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE TECHNOLOGY
CLIENT SIDE DATA FLOW
Client
Radeon GPU
NETWORK
DECODE
Game client receives H264
stream from the server
using RTSP protocol
The client sends the stream
to Radeon GPU which
performs H264 hardware
decoding to the frame
buffer
Sound stream is decoded
using software audio codec
and sent to audio hardware
FRAME BUFFER
GAME CLIENT
DECODE AUDIO
Audio device
UI
Input
devices
16. 16 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE TECHNOLOGY
CLIENT SIDE DATA FLOW
Client
Radeon GPU
NETWORK
DECODE
Game client receives H264
stream from the server
using RTSP protocol
The client sends the stream
to Radeon GPU which
performs H264 hardware
decoding to the frame
buffer
Sound stream is decoded
using software audio codec
and sent to audio hardware
UI events are collected by
the client and sent over the
network to the server
FRAME BUFFER
GAME CLIENT
DECODE AUDIO
Audio device
UI
Input
devices
17. 17 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE API
Server component
The server component provides functions for the:
‒ Encoding of video and audio data
‒ Color space conversion
‒ Capturing of the desktop
‒ Handling of multiple render targets
‒ Interoperability with OpenGL, D3D9 and D3D11
Client component
The client component provides functions for:
‒ Decoding of video and audio streams
‒ Color space conversion
‒ Interoperability with OpenGL, D3D9 and D3D11
COMPONENTS
Network component
The Network component is a sample implementation
of video and audio streaming based on the LIVE555
Media Server.
User Interface component
The UI component provide functions to:
‒ Capture user events on the client
‒ Send the events to the server for processing
18. 18 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE API
THE SERVER COMPONENT
Create RenderTarget
rfCreateEncodeSession
rfCreateEncoder
rfRegisterRenderTarget
Initialization Render Loop
rfGetEncodedFrame
rfEncodeFrame
Draw to free
RenderTarget
rfRtspServerSendFrame
Done?
19. 19 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE API
rfCreateEncodeSession
‒ Creates an encoding session on the server. The sessions encapsulates the following
components:
‒ Rendering context/device
‒ Compute context that is used for the color space conversion
‒ Render targets
‒ Desktop
‒ The encoder: SW, VCE or IDENTITY
‒ The following session types are supported
‒ OpenGL
‒ DX9 / DX9Ex
‒ DX11
‒ Desktop capturing
THE SERVER COMPONENT
Create RenderTarget
rfCreateEncodeSession
rfCreateEncoder
rfRegisterRenderTarget
Initialization
20. 20 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE API
THE SERVER COMPONENT
Create RenderTarget
rfCreateEncodeSession
rfCreateEncoder
rfRegisterRenderTarget
Initialization rfCreateEncodeSession
‒ Creating an OpenGL session that uses the VCE HW encoding
rfRegisterRenderTargt
‒ Input: Name of the OpenGL Texture, dimension of the texture
‒ Output: The index used by RF to identify this render target
RFProperties props[] = { RF_GL_GRAPHICS_CTX, (RFProperties)hGLRC,
RF_GL_DEVICE_CTX, (RFProperties)hDC,
RF_ENCODER, (RFProperties)RF_VCE,
0 };
// Create RapidFire encoding session
RFEncodeSession session = rfCreateEncodeSession(props);
for (unsigned int i = 0; i < NUM_RENDER_TARGETS; i++)
{
rfRegisterRenderTarget(session, RF_RT_GL_TEXTURE, uiTexName[i], uiWidth, uiHeight, &renderTargetIdx[i]));
}
21. 21 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE API
THE SERVER COMPONENT
Create RenderTarget
rfCreateEncodeSession
rfCreateEncoder
rfRegisterRenderTarget
Initialization rfCreateEncoder
‒ Creating an Encoder using a preset configuration
‒ The following presets are supported:
‒ RF_ENCODE_FAST
‒ RF_ENCODE_BALANCED
‒ RF_ENCODE_QUALITY
rfCreateEncoder2
‒ Creating an encoder using properties
rfCreateEncoder(session, uiWidth, uiHeight, RF_ENCODE_FAST)
// Create encoder using properties
RFProperties props[] = { RF_ENCODER_PROFILE, (RFProperties)RF_MAIN,
RF_ENCODER_LEVEL, (RFProperties)41,
RF_ENCODER_BITRATE, (RFProperties)6000000,
RF_ENCODER_FPS, (RFProperties)30,
0 };
rfCreateEncoder2(session, uiWidth, uiHeight, props));
22. 22 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE API
THE SERVER COMPONENT
Render Loop rfEncodeFrame
‒ Non-blocking call to submit a frame for encoding
rfGetEncodedFrame
‒ Check first if a frame is ready
‒ If a frame is available get the data to system memory
‒ Send the frame over the network to the client
rfGetEncodedFrame
rfEncodeFrame
Draw to free
RenderTarget
rfRtspServerSendFrame
Done?
rfEncodeFrame(session, renderTargetIdx[uiCurrentRT]));
// Check if encoded frame is ready
if (rfIsEncodedFrameReady(session))
{
if (rfGetEncodedFrame(session, &uiBitStreamSize, (void**)&pBitStreamdata) == RF_STATUS_OK)
{
if (uiBitStreamSize > 0)
{
// Send encoded frame to Network
rtspStatus = rfRtspServerSendFrame(rtsp_sn, pBitStreamdata, uiBitStreamSize, tv.tv_sec, tv.tv_usec, 1);
}
}
}
23. 23 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE API
THE CLIENT COMPONENT
Create Target Textures
rfCreateDecodeSession
rfCreateVideoDecoder
rfRegisterTargetTexture
Initialization Render Loop
Display frame using
Target Texture
rfDecodeFrame
Wait to receive frame
Done?
24. 24 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE API
THE CLIENT COMPONENT
Create Target Textures
rfCreateDecodeSession
rfCreateVideoDecoder
rfRegisterTargetTexture
Initialization rfCreateDecodeSession
‒ Creates a decoding session on the client. The sessions encapsulates the following
components:
‒ Rendering context/device
‒ Compute context that is used for the color space conversion
‒ Target Textures
‒ Decoder: SW or UVD
‒ The following session are supported
‒ OpenGL
‒ DX9 / DX11
25. 25 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE API
THE CLIENT COMPONENT
Create Target Textures
rfCreateDecodeSession
rfCreateVideoDecoder
rfRegisterTargetTexture
Initialization rfCreateDecodeSession
‒ Creates an OpenGL session that uses the UVD decoder
rfRegisterTargetTexture
‒ Registers an OpenGL texture
‒ The texture will be used to store the decoded frame
RFProperties props[] = { RF_GL_GRAPHICS_CTX, (RFProperties)hGLRC,
RF_GL_DEVICE_CTX, (RFProperties)hDC,
RF_DECODER, (RFProperties)RF_UVD,
0 };
// Create RapidFire decoding session
RFDecSession session = rfCreateDecodeSession(props);
rfRegisterTargetTexture(session, uiTextureName);
26. 26 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE API
THE CLIENT COMPONENT
Create Target Textures
rfCreateDecodeSession
rfCreateVideoDecoder
rfRegisterTargetTexture
Initialization rfCreateVideoDecoder
‒ Create the actual decoder
rfCreateVideoDecoder(session, uiWidth, uiHeight);
27. 27 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE API
THE CLIENT COMPONENT
rfDecodeFrame
‒ Decodes a frame
‒ The decoded frame is stored in the registered texture
‒ Now the application can use the texture to display the frame
rfDecodeFrame(session);
Render Loop
Display frame using
Target Texture
rfDecodeFrame
Wait to receive frame
Done?
28. 28 | GDC 2014 | MARCH 19, 2014
AMD RAPIDFIRE API
We have taken a brief look at the API
‒ Detailed API specifications, sample code available in the SDK
‒ Illustrates how to implement alternative encode/decode/network/etc. for non-AMD platforms
Are developers currently using the API?
‒ Yes, lets take a look at some implementations…
31. 31 | GDC 2014 | MARCH 19, 2014
RAPIDFIRE & SWIICH : ULTRA-LOW LATENCY SOLUTION
Make videogames accessible from the cloud on all screens
Current implementation: virtualization of any DirectX 9, 11 or OpenGL application
32. 32 | GDC 2014 | MARCH 19, 2014
SWIICH DEMO
Crisis 3 – virtualized & streamed real-time
‒AMD FirePro Graphics
‒Crisis 3 integration without any modification : "zero touch"
‒Seamless game execution & AMF encoding on AMD FirePro
‒720p image
‒Bandwidth compatible with existing networks (<5Mbps)
‒Client: any video-capable terminal
‒Very low latency
33. 33 | GDC 2014 | MARCH 19, 2014
PERFORMANCE ACHIEVEMENTS
AMD FirePro Graphics
3D application running & encoding
‒ 40-60 frames per second
Image encoding and capture : 8 to 16ms
Image decoding on low-end hardware < 16ms
Image display on low-end hardware < 16ms
Overall LAN roundtrip: ~ 40ms (Joystick input from Client to Server ; Image capture, compression
streaming and display)
Full WAN roundtrip latency: ~100ms on real internet networks
34. 34 | GDC 2014 | MARCH 19, 2014
CLOUD-GAMING USE-CASES
Cloud-based streaming
Streaming 3D apps from the Cloud, and transitioning from a licensing model to SaaS
Instant 3D software demos from the Cloud
‒ Explore software potential, with no client download ; graphic card requirements are provided by the cloud
Embed in-game video-advertising
Built-in multiple screen sharing for gaming events or simply to watch your friends on the cloud
Game developments with graphics provisioned on-demand from servers
Point-to-point streaming
Graphic card to device streaming for gaming scenarios
‒ basic game-screen sharing on remote device: tablet, phone…
‒ SDK to access in-game streamed content (i.e. specific gameplay on a cell-phone or tablet)
Ultra-high definition interactive screens for gaming events (4k and beyond images)
Streaming: Whenever pixels are on networks...
36. 36 | GDC 2014 | MARCH 19, 2014
LEAP COMPUTING, INC. – CLOUD GRAPHICS ACCELERATION
The Importance of RapidFire, and What Counts for LEAP
Low Latency Frame Grab
Low Latency Encoding
1080p & 720p Support at 30 or 60 FPS
Support for all major mobile client platforms
Low CPU demand due to OpenCL and Rapidfire
AAA Gaming Titles Supported, All Genres
Incredible User Density per GPU
LEAP DIRECT GAME PLATFORM – CLOUD GAMING WITH RAPIDFIRE
37. 37 | GDC 2014 | MARCH 19, 2014
LEAP COMPUTING, INC. – CLOUD GRAPHICS ACCELERATION
The Direct-Game Engine
No development cycle for Game Developers
Efficient Operations for integrating new game content
DX11, DX9, OpenGL, and Mantle Fully Supported
Automated game deployment and density management
Software redundancy to ensure smooth gameplay
Fast, efficient encoders and decoders for streaming
Intelligent, scaling encoders that only do what’s needed
Radeon Sky complete line fully supported
99.999% System Uptime
Deployable TODAY
LEAP DIRECT GAME PLATFORM – CLOUD GAMING WITH RAPIDFIRE
38. 38 | GDC 2014 | MARCH 19, 2014
LEAP COMPUTING, INC. – CLOUD GRAPHICS ACCELERATION
RapidFire and OpenCL – Density and Efficiency
<1mbps for 720p
<2mbps for 1080p
<20ms “Preflight” encoding
Encode frames without Leaving GPU via VCE and OpenCL
Stream only what’s needed
LEAP DIRECT GAME PLATFORM – CLOUD GAMING WITH RAPIDFIRE
Render Virtualized
Frame (Direct-Game)
Rapidfire Frame
Grab
Leap Encode
Engine
Stream Encoded
frame via Rapidfire
39. 39 | GDC 2014 | MARCH 19, 2014
LEAP COMPUTING, INC. – CLOUD GRAPHICS ACCELERATION
GPU Density, Radeon Sky, and what’s important.
LEAP DIRECT GAME PLATFORM – CLOUD GAMING WITH RAPIDFIRE
Traditional Encoding
VCE
VCE
VCE
VCE
VCE
VCE
GAME GAME
GAME
GAME GAME
GAME
Encode
IDLE
40. 40 | GDC 2014 | MARCH 19, 2014
LEAP COMPUTING, INC. – CLOUD GRAPHICS ACCELERATION
GPU Density, Radeon Sky, and what’s important.
LEAP DIRECT GAME PLATFORM – CLOUD GAMING WITH RAPIDFIRE
Elastic Encoding
VCE
VCE
VCE
VCE
VCE
VCE
GAME
OpenCL
OpenCL
OpenCL
OpenCL
OpenCL
GAME GAME
GAME GAME GAME
GAME
GAME
GAME
GAME
GAME
Free Encode
Purchased Encode
41. 41 | GDC 2014 | MARCH 19, 2014
LEAP COMPUTING, INC. – CLOUD GRAPHICS ACCELERATION
GPU Density, Radeon Sky, and what’s important.
LEAP DIRECT GAME PLATFORM – CLOUD GAMING WITH RAPIDFIRE
Rapidfire standardizes cloud gaming industry expectations
AMD Radeon Sky allows for many concurrent instances of advanced gaming and efficient encoding
Consistent hardware and software sources ensure quality and performance in deployments
RapidFire provides quick, easy integration to powerful tools for cloud integration
LIVE DEMOS AT AMD BOOTH 1024!
LeapComputing.com
42. 42 | GDC 2014 | MARCH 19, 2014
CONCLUSION
RapidFire provides a cross platform framework for cloud gaming
‒ Already being used by 3rd parties to implement remoting solutions
Stop by the AMD booth 1024 in the expo to see these solutions
If you would like to get access or more information on RapidFire technology, email requests to
FirePro.Developers@amd.com