Cloud Gaming
Status and Perspectives
Gwendal Simon
About gaming
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About gaming
59% of Americans play video games
39% of gamers are 36+ years old
48% of gamers are female
2 / 36 Gwendal Simon Cloud Gaming
About gaming
59% of Americans play video games
39% of gamers are 36+ years old
48% of gamers are female
The global revenue will hit $100 billion by 2018
More than Hollywood movie industry
Gaming is 20% of iPhone downloaded apps
2 / 36 Gwendal Simon Cloud Gaming
About gaming
59% of Americans play video games
39% of gamers are 36+ years old
48% of gamers are female
The global revenue will hit $100 billion by 2018
More than Hollywood movie industry
Gaming is 20% of iPhone downloaded apps
147.000 jobs are related to gaming in 2014 in US
2 / 36 Gwendal Simon Cloud Gaming
Gaming modular architecture
Gamer Command
Interface
Game Engine
Graphical Output
Game
Server
3 / 36 Gwendal Simon Cloud Gaming
Gaming modular architecture
Gamer Command
Interface
Game Engine
Graphical Output
Game
Server
Console/PC market based on power-
ful hardware. Target hardcore gamers
PC + software
3 / 36 Gwendal Simon Cloud Gaming
Gaming modular architecture
Gamer Command
Interface
Game Engine
Graphical Output
Game
Server
Console/PC market based on power-
ful hardware. Target hardcore gamers
Smartphone market based on app
store. Target casual gamers
smartphone + app
3 / 36 Gwendal Simon Cloud Gaming
Gaming modular architecture
Gamer Command
Interface
Game Engine
Graphical Output
Console/PC market based on power-
ful hardware. Target hardcore gamers
Smartphone market based on app
store. Target casual gamers
Cloud gaming based on the cloud and
lightweight devices. Target everybody
cloud
home
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Cloud gaming architecture in a nutshell
Data-Center
Internet
Cloud gaming architecture in a nutshell
Data-Center
Internet
user actions
Cloud gaming architecture in a nutshell
Data-Center
Internet
user actions
video stream
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Why does it make sense ?
For game developers :
Better piracy control
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Why does it make sense ?
For game developers :
Better piracy control
Support more client platforms
5 / 36 Gwendal Simon Cloud Gaming
Why does it make sense ?
For game developers :
Better piracy control
Support more client platforms
Easier to upgrade
5 / 36 Gwendal Simon Cloud Gaming
Why does it make sense ?
For game developers :
Better piracy control
Support more client platforms
Easier to upgrade
New business offers (e.g. subscription-based)
5 / 36 Gwendal Simon Cloud Gaming
Why does it make sense ?
For game developers :
Better piracy control
Support more client platforms
Easier to upgrade
New business offers (e.g. subscription-based)
For gamers :
No more hardware
5 / 36 Gwendal Simon Cloud Gaming
Why does it make sense ?
For game developers :
Better piracy control
Support more client platforms
Easier to upgrade
New business offers (e.g. subscription-based)
For gamers :
No more hardware
Play games on thin clients
5 / 36 Gwendal Simon Cloud Gaming
Why does it make sense ?
For game developers :
Better piracy control
Support more client platforms
Easier to upgrade
New business offers (e.g. subscription-based)
For gamers :
No more hardware
Play games on thin clients
Follow-me gaming
5 / 36 Gwendal Simon Cloud Gaming
Business status
The pioneers have shut down :
OnLive bankrupted in 2013. Too early
StreamMyGame never took off.
6 / 36 Gwendal Simon Cloud Gaming
Business status
The pioneers have shut down :
OnLive bankrupted in 2013. Too early
StreamMyGame never took off.
Last game consoles integrate cloud gaming solutions :
Sony acquired Gaikai (PS3 backward compatibility)
Microsoft launched XBox Live Cloud a year later
6 / 36 Gwendal Simon Cloud Gaming
Business status
The pioneers have shut down :
OnLive bankrupted in 2013. Too early
StreamMyGame never took off.
Last game consoles integrate cloud gaming solutions :
Sony acquired Gaikai (PS3 backward compatibility)
Microsoft launched XBox Live Cloud a year later
New actors enter the market :
NVidia released Nvidia Grid and Shield
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Dissecting the
Latency
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The main reasons for latency
Response time is the delay from an
action done at the user and the result of
this action on the display
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The main reasons for latency
gateway
t1
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The main reasons for latency
gateway
t1
Internet
t2
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The main reasons for latency
gateway
t1
Internet
t2
DC router
t3
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The main reasons for latency
gateway
t1
Internet
t2
DC router
t3 user input
processing
t4
8 / 36 Gwendal Simon Cloud Gaming
The main reasons for latency
gateway
t1
Internet
t2
DC router
t3 user input
processing
t4
game state
update
t5
8 / 36 Gwendal Simon Cloud Gaming
The main reasons for latency
gateway
t1
Internet
t2
DC router
t3 user input
processing
t4
game state
update
t5
graphics
rendering
t6
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The main reasons for latency
gateway
t1
Internet
t2
DC router
t3 user input
processing
t4
game state
update
t5
graphics
rendering
t6
video
encoding
t7
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The main reasons for latency
gateway
t1
Internet
t2
DC router
t3 user input
processing
t4
game state
update
t5
graphics
rendering
t6
video
encoding
t7
network
delivery
t1 + t2 + t3
8 / 36 Gwendal Simon Cloud Gaming
The main reasons for latency
gateway
t1
Internet
t2
DC router
t3 user input
processing
t4
game state
update
t5
graphics
rendering
t6
video
encoding
t7
network
delivery
t1 + t2 + t3video
decoding
t8
8 / 36 Gwendal Simon Cloud Gaming
The main reasons for latency
gateway
t1
Internet
t2
DC router
t3 user input
processing
t4
game state
update
t5
graphics
rendering
t6
video
encoding
t7
network
delivery
t1 + t2 + t3video
decoding
t8
latency due to network
8 / 36 Gwendal Simon Cloud Gaming
The main reasons for latency
gateway
t1
Internet
t2
DC router
t3 user input
processing
t4
game state
update
t5
graphics
rendering
t6
video
encoding
t7
network
delivery
t1 + t2 + t3video
decoding
t8
latency due to network
latency due to game engine
8 / 36 Gwendal Simon Cloud Gaming
The main reasons for latency
gateway
t1
Internet
t2
DC router
t3 user input
processing
t4
game state
update
t5
graphics
rendering
t6
video
encoding
t7
network
delivery
t1 + t2 + t3video
decoding
t8
latency due to network
latency due to game engine
latency due to video encoding and decoding
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Acceptable latency
target
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Game genre
game genre
avatar-based games
first-person games third-person games
omnipresent games
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Game genre
game genre
avatar-based games
first-person games third-person games
omnipresent games
10 / 36 Gwendal Simon Cloud Gaming
Game genre
game genre
avatar-based games
first-person games third-person games
omnipresent games
10 / 36 Gwendal Simon Cloud Gaming
Game genre
game genre
avatar-based games
first-person games third-person games
omnipresent games
10 / 36 Gwendal Simon Cloud Gaming
Game genre
game genre
avatar-based games
first-person games third-person games
omnipresent games
10 / 36 Gwendal Simon Cloud Gaming
Game genre
game genre
avatar-based games
first-person games third-person games
omnipresent games
10 / 36 Gwendal Simon Cloud Gaming
Game genre
game genre
avatar-based games
first-person games third-person games
omnipresent games
10 / 36 Gwendal Simon Cloud Gaming
Game genre
game genre
avatar-based games
first-person games third-person games
omnipresent games
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Genre, latency, and performance
The Claypool law of latency acceptance :
genre first-person third-person omnipresent
lag in ms 100 500 1000
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Genre, latency, and performance
The Claypool law of latency acceptance :
genre first-person third-person omnipresent
lag in ms 100 500 1000
Various other factors to consider :
Limitations in the classification (e.g. StarCraft)
User control games (more or less immersive)
Gamer skill level (from casual to professional)
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Game action taxonomy
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Game action taxonomy
. . .add the impact of the action
Toward priority classes for actions ?
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Latency target
The shorter the better
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Latency target
The shorter the better
The best range is from 100 to 150 ms
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Latency target
The shorter the better
The best range is from 100 to 150 ms
Up to 300 ms is enough for some games
13 / 36 Gwendal Simon Cloud Gaming
Latency target
The shorter the better
The best range is from 100 to 150 ms
Up to 300 ms is enough for some games
Action prioritization may be standardized
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Chasing the ms
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Video
Gamers have high expectations :
High-resolution (1080p possible since PS3)
High frame rate (60 fps is common)
Complex, dynamic scenes
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Video
Gamers have high expectations :
High-resolution (1080p possible since PS3)
High frame rate (60 fps is common)
Complex, dynamic scenes
Screencasting technologies are booming :
Capture, encode, and packetize
e.g., Open Broadcast Software
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Video decoding/encoding
In the GamingAnywhere platform :
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Video decoding/encoding
In the Rhizome platform :
encoding capture im. convert im. encode frame stream frame total
720p 6.4ms 4.4ms 2.8ms 0.2ms 13.8ms
1080p 11.0ms 4.9ms 3.0ms 0.3ms 19.2ms
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Video decoding/encoding
In the Rhizome platform :
encoding capture im. convert im. encode frame stream frame total
720p 6.4ms 4.4ms 2.8ms 0.2ms 13.8ms
1080p 11.0ms 4.9ms 3.0ms 0.3ms 19.2ms
Use info from the game engine to encode video
Reduce Motion Estimation (ME) using
Game object information
Depth map
17 / 36 Gwendal Simon Cloud Gaming
Video decoding/encoding
In the Rhizome platform :
encoding capture im. convert im. encode frame stream frame total
720p 6.4ms 4.4ms 2.8ms 0.2ms 13.8ms
1080p 11.0ms 4.9ms 3.0ms 0.3ms 19.2ms
Use info from the game engine to encode video
Reduce Motion Estimation (ME) using
Game object information
Depth map
Reduce encoding complexity using
Object priority (adaptive object encoding)
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Game engine latency
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Virtualization on GPU
Cloud management is based on Virtual Machines
Mature technologies to create, shut down, migrate
Hardware consolidation : several VMs per machine
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Virtualization on GPU
Cloud management is based on Virtual Machines
Mature technologies to create, shut down, migrate
Hardware consolidation : several VMs per machine
Poor performances on traditional GPU
Degrades memory transfer (GPU bottleneck)
Prevents Single-Instruction-Multiple-Data
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Virtualization on GPU
Cloud management is based on Virtual Machines
Mature technologies to create, shut down, migrate
Hardware consolidation : several VMs per machine
Poor performances on traditional GPU
Degrades memory transfer (GPU bottleneck)
Prevents Single-Instruction-Multiple-Data
Pass-through GPU enables better performances :
One-to-one mapping between device and VM
New technologies coming (e.g., NVidia Grid)
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Virtualization on GPU : performances
Bare-Metal Xen 4.0 Bare-Metal Xen 4.1
0
100
200
300
2011 2014
126.2
39.8
274.7
266.9
framespersecond
Doom3
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Virtualization on GPU : performances
Bare-Metal Xen 4.0 Bare-Metal Xen 4.1
0
100
200
300
2011 2014
126.2
39.8
274.7
266.9
84.5
51
153.7 153.4
framespersecond
Doom3
Unigine Sanctuary
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Game virtualization : consolidation
nb. of instances Bare-metal (in fps) VM (in fps)
1 30.2 29.2
2 30.0 28.9
3 29.8 28.9
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Game virtualization : consolidation
nb. of instances Bare-metal (in fps) VM (in fps)
1 30.2 29.2
2 30.0 28.9
3 29.8 28.9
1 2 3
0
200
400
600
800
1,000
287
475
662
296
485
704
Nb. of game instances
Watts
Bare-metal
Virtual machines
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Latency : summary
Incompressible latency (without network) :
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Latency : summary
Incompressible latency (without network) :
Video encoding and decoding : 40 ms
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Latency : summary
Incompressible latency (without network) :
Video encoding and decoding : 40 ms
Game engine : from 15 to 50 ms
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Latency : summary
Incompressible latency (without network) :
Video encoding and decoding : 40 ms
Game engine : from 15 to 50 ms
A lot of works for key latency gains here and there :
22 / 36 Gwendal Simon Cloud Gaming
Latency : summary
Incompressible latency (without network) :
Video encoding and decoding : 40 ms
Game engine : from 15 to 50 ms
A lot of works for key latency gains here and there :
Adaptive streaming in both resolution and fps
Prioritize actions
Provide metadata and information on game objects
Shared processes for multiple game instances
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To contribute to the research effort
Some open platforms :
GamingAnywhere, the most mature
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To contribute to the research effort
Some open platforms :
GamingAnywhere, the most mature
Uniquitous based on Unity 3D
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To contribute to the research effort
Some open platforms :
GamingAnywhere, the most mature
Uniquitous based on Unity 3D
Rhizome with integration of NVidia Grid
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Focus on network
latency
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Our objectives
Can the current cloud support cloud gaming ?
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Our objectives
Can the current cloud support cloud gaming ?
Which percentage of users can play cloud games ?
25 / 36 Gwendal Simon Cloud Gaming
Our objectives
Can the current cloud support cloud gaming ?
Which percentage of users can play cloud games ?
1. In excellent conditions (40 ms network latency)
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Our objectives
Can the current cloud support cloud gaming ?
Which percentage of users can play cloud games ?
1. In excellent conditions (40 ms network latency)
2. In good conditions (80 ms network latency)
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Our population sample
A modified BitTorrent crawler in Dec. 2012 :
Collected 2,504 IP addresses in US
Most likely machines for home entertainment
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Our population sample
A modified BitTorrent crawler in Dec. 2012 :
Collected 2,504 IP addresses in US
Most likely machines for home entertainment
26 / 36 Gwendal Simon Cloud Gaming
Latency to EC2 : experiment
Amazon datacenters (Portland, Virginia, North Calif.)
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Latency to EC2 : experiment
Amazon datacenters (Portland, Virginia, North Calif.)
For each client (IP address)
1. Measure latency from each DC
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Latency to EC2 : experiment
Amazon datacenters (Portland, Virginia, North Calif.)
For each client (IP address)
1. Measure latency from each DC
2. Pick the shortest latency
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Latency to EC2 : experiment
Amazon datacenters (Portland, Virginia, North Calif.)
For each client (IP address)
1. Measure latency from each DC
2. Pick the shortest latency
3. Do it ten times
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Latency to EC2 : results
0 20 40 60 80 100 120 140 160
0
0.2
0.4
0.6
0.8
1
median latency (in ms)
ratioofcoveredusers
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Latency to EC2 : results
0 20 40 60 80 100 120 140 160
0
0.2
0.4
0.6
0.8
1
median latency (in ms)
ratioofcoveredusers
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Latency to EC2 : results
0 20 40 60 80 100 120 140 160
0
0.2
0.4
0.6
0.8
1
two thirds of gamers in
good conditions
one third of gamers in
excellent conditions
one tenth of gamers
cannot play at all
median latency (in ms)
ratioofcoveredusers
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What if more DCs are used
44 PlanetLabs nodes (all over the US)
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What if more DCs are used
44 PlanetLabs nodes (all over the US)
For each client (IP address) :
1. Measure latency from each PlanetLabs DC
29 / 36 Gwendal Simon Cloud Gaming
What if more DCs are used
44 PlanetLabs nodes (all over the US)
For each client (IP address) :
1. Measure latency from each PlanetLabs DC
2. Do it ten times
29 / 36 Gwendal Simon Cloud Gaming
What if more DCs are used
44 PlanetLabs nodes (all over the US)
For each client (IP address) :
1. Measure latency from each PlanetLabs DC
2. Do it ten times
For each k-subset of DCs :
29 / 36 Gwendal Simon Cloud Gaming
What if more DCs are used
44 PlanetLabs nodes (all over the US)
For each client (IP address) :
1. Measure latency from each PlanetLabs DC
2. Do it ten times
For each k-subset of DCs :
1. Choose for each client the shortest latency
2. Sum all shortest latencies
29 / 36 Gwendal Simon Cloud Gaming
What if more DCs are used
44 PlanetLabs nodes (all over the US)
For each client (IP address) :
1. Measure latency from each PlanetLabs DC
2. Do it ten times
For each k-subset of DCs :
1. Choose for each client the shortest latency
2. Sum all shortest latencies
Then pick the best k-subset of DCs
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More DCs : results
5 10 15 20 25
0
0.2
0.4
0.6
0.8
1
EC2 80 ms
EC2 40 ms
number of datacenters
ratioofcoveredusers
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More DCs : results
5 10 15 20 25
0
0.2
0.4
0.6
0.8
1
EC2 80 ms
EC2 40 ms
number of datacenters
ratioofcoveredusers
80 ms latency threshold
40 ms latency threshold
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Toward a hybrid DC-P2P infrastructure
Out of the 2,504 clients :
1,000 are edge servers
1,504 are clients
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Toward a hybrid DC-P2P infrastructure
Out of the 2,504 clients :
1,000 are edge servers
1,504 are clients
For each client :
1. Measure latency to each Amazon DC
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Toward a hybrid DC-P2P infrastructure
Out of the 2,504 clients :
1,000 are edge servers
1,504 are clients
For each client :
1. Measure latency to each Amazon DC
2. Measure latency to all edge-servers
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Toward a hybrid DC-P2P infrastructure
Out of the 2,504 clients :
1,000 are edge servers
1,504 are clients
For each client :
1. Measure latency to each Amazon DC
2. Measure latency to all edge-servers
3. Pick the shortest latency
31 / 36 Gwendal Simon Cloud Gaming
Toward a hybrid DC-P2P infrastructure
Out of the 2,504 clients :
1,000 are edge servers
1,504 are clients
For each client :
1. Measure latency to each Amazon DC
2. Measure latency to all edge-servers
3. Pick the shortest latency
4. Do it ten times
31 / 36 Gwendal Simon Cloud Gaming
Hybrid DC-P2P : results
0 20 40 60 80 100 120 140 160
0
0.2
0.4
0.6
0.8
1
median latency (in ms)
ratioofcoveredusers
Amazon multi-DC infra.
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Hybrid DC-P2P : results
0 20 40 60 80 100 120 140 160
0
0.2
0.4
0.6
0.8
1
median latency (in ms)
ratioofcoveredusers
Amazon multi-DC infra.
Hybrid DC-P2P infra.
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Hybrid DC-P2P : results
+105%
+28%
+12%
0 20 40 60 80 100 120 140 160
0
0.2
0.4
0.6
0.8
1
median latency (in ms)
ratioofcoveredusers
Amazon multi-DC infra.
Hybrid DC-P2P infra.
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Network latency : summary
Not all users will be served
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Network latency : summary
Not all users will be served
100 ms overall lag needs a lot of servers at the edges
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Network latency : summary
Not all users will be served
100 ms overall lag needs a lot of servers at the edges
Game placement on servers will be key
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Conclusion
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Main researchers in the area
Kuan-Ta Chen (Sinica - Taiwan)
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Main researchers in the area
Kuan-Ta Chen (Sinica - Taiwan)
Shervin Shirmohammadi (Ottawa - Canada)
35 / 36 Gwendal Simon Cloud Gaming
Main researchers in the area
Kuan-Ta Chen (Sinica - Taiwan)
Shervin Shirmohammadi (Ottawa - Canada)
Mark Claypool (Worcester - UK)
35 / 36 Gwendal Simon Cloud Gaming
Main researchers in the area
Kuan-Ta Chen (Sinica - Taiwan)
Shervin Shirmohammadi (Ottawa - Canada)
Mark Claypool (Worcester - UK)
Jiangchuan Liu (Simon Fraser - Canada)
35 / 36 Gwendal Simon Cloud Gaming
Main researchers in the area
Kuan-Ta Chen (Sinica - Taiwan)
Shervin Shirmohammadi (Ottawa - Canada)
Mark Claypool (Worcester - UK)
Jiangchuan Liu (Simon Fraser - Canada)
Carsten Griwodz (Simula - Norway)
35 / 36 Gwendal Simon Cloud Gaming
Takeaway
Business attractive, but techno challenging
36 / 36 Gwendal Simon Cloud Gaming
Takeaway
Business attractive, but techno challenging
Many research areas to explore :
Delivery network
36 / 36 Gwendal Simon Cloud Gaming
Takeaway
Business attractive, but techno challenging
Many research areas to explore :
Delivery network
Game virtualization
36 / 36 Gwendal Simon Cloud Gaming
Takeaway
Business attractive, but techno challenging
Many research areas to explore :
Delivery network
Game virtualization
Priority actions and adaptive encoding
36 / 36 Gwendal Simon Cloud Gaming
Takeaway
Business attractive, but techno challenging
Many research areas to explore :
Delivery network
Game virtualization
Priority actions and adaptive encoding
... and everything to chase the ms everywhere
36 / 36 Gwendal Simon Cloud Gaming
Takeaway
Business attractive, but techno challenging
Many research areas to explore :
Delivery network
Game virtualization
Priority actions and adaptive encoding
... and everything to chase the ms everywhere
And what about multi-player games ?
36 / 36 Gwendal Simon Cloud Gaming

Research on cloud gaming: status and perspectives

  • 1.
    Cloud Gaming Status andPerspectives Gwendal Simon
  • 2.
    About gaming 2 /36 Gwendal Simon Cloud Gaming
  • 3.
    About gaming 59% ofAmericans play video games 39% of gamers are 36+ years old 48% of gamers are female 2 / 36 Gwendal Simon Cloud Gaming
  • 4.
    About gaming 59% ofAmericans play video games 39% of gamers are 36+ years old 48% of gamers are female The global revenue will hit $100 billion by 2018 More than Hollywood movie industry Gaming is 20% of iPhone downloaded apps 2 / 36 Gwendal Simon Cloud Gaming
  • 5.
    About gaming 59% ofAmericans play video games 39% of gamers are 36+ years old 48% of gamers are female The global revenue will hit $100 billion by 2018 More than Hollywood movie industry Gaming is 20% of iPhone downloaded apps 147.000 jobs are related to gaming in 2014 in US 2 / 36 Gwendal Simon Cloud Gaming
  • 6.
    Gaming modular architecture GamerCommand Interface Game Engine Graphical Output Game Server 3 / 36 Gwendal Simon Cloud Gaming
  • 7.
    Gaming modular architecture GamerCommand Interface Game Engine Graphical Output Game Server Console/PC market based on power- ful hardware. Target hardcore gamers PC + software 3 / 36 Gwendal Simon Cloud Gaming
  • 8.
    Gaming modular architecture GamerCommand Interface Game Engine Graphical Output Game Server Console/PC market based on power- ful hardware. Target hardcore gamers Smartphone market based on app store. Target casual gamers smartphone + app 3 / 36 Gwendal Simon Cloud Gaming
  • 9.
    Gaming modular architecture GamerCommand Interface Game Engine Graphical Output Console/PC market based on power- ful hardware. Target hardcore gamers Smartphone market based on app store. Target casual gamers Cloud gaming based on the cloud and lightweight devices. Target everybody cloud home 3 / 36 Gwendal Simon Cloud Gaming
  • 10.
    Cloud gaming architecturein a nutshell Data-Center Internet
  • 11.
    Cloud gaming architecturein a nutshell Data-Center Internet user actions
  • 12.
    Cloud gaming architecturein a nutshell Data-Center Internet user actions video stream 4 / 36 Gwendal Simon Cloud Gaming
  • 13.
    Why does itmake sense ? For game developers : Better piracy control 5 / 36 Gwendal Simon Cloud Gaming
  • 14.
    Why does itmake sense ? For game developers : Better piracy control Support more client platforms 5 / 36 Gwendal Simon Cloud Gaming
  • 15.
    Why does itmake sense ? For game developers : Better piracy control Support more client platforms Easier to upgrade 5 / 36 Gwendal Simon Cloud Gaming
  • 16.
    Why does itmake sense ? For game developers : Better piracy control Support more client platforms Easier to upgrade New business offers (e.g. subscription-based) 5 / 36 Gwendal Simon Cloud Gaming
  • 17.
    Why does itmake sense ? For game developers : Better piracy control Support more client platforms Easier to upgrade New business offers (e.g. subscription-based) For gamers : No more hardware 5 / 36 Gwendal Simon Cloud Gaming
  • 18.
    Why does itmake sense ? For game developers : Better piracy control Support more client platforms Easier to upgrade New business offers (e.g. subscription-based) For gamers : No more hardware Play games on thin clients 5 / 36 Gwendal Simon Cloud Gaming
  • 19.
    Why does itmake sense ? For game developers : Better piracy control Support more client platforms Easier to upgrade New business offers (e.g. subscription-based) For gamers : No more hardware Play games on thin clients Follow-me gaming 5 / 36 Gwendal Simon Cloud Gaming
  • 20.
    Business status The pioneershave shut down : OnLive bankrupted in 2013. Too early StreamMyGame never took off. 6 / 36 Gwendal Simon Cloud Gaming
  • 21.
    Business status The pioneershave shut down : OnLive bankrupted in 2013. Too early StreamMyGame never took off. Last game consoles integrate cloud gaming solutions : Sony acquired Gaikai (PS3 backward compatibility) Microsoft launched XBox Live Cloud a year later 6 / 36 Gwendal Simon Cloud Gaming
  • 22.
    Business status The pioneershave shut down : OnLive bankrupted in 2013. Too early StreamMyGame never took off. Last game consoles integrate cloud gaming solutions : Sony acquired Gaikai (PS3 backward compatibility) Microsoft launched XBox Live Cloud a year later New actors enter the market : NVidia released Nvidia Grid and Shield 6 / 36 Gwendal Simon Cloud Gaming
  • 23.
    Dissecting the Latency 7 /36 Gwendal Simon Cloud Gaming
  • 24.
    The main reasonsfor latency Response time is the delay from an action done at the user and the result of this action on the display 8 / 36 Gwendal Simon Cloud Gaming
  • 25.
    The main reasonsfor latency gateway t1 8 / 36 Gwendal Simon Cloud Gaming
  • 26.
    The main reasonsfor latency gateway t1 Internet t2 8 / 36 Gwendal Simon Cloud Gaming
  • 27.
    The main reasonsfor latency gateway t1 Internet t2 DC router t3 8 / 36 Gwendal Simon Cloud Gaming
  • 28.
    The main reasonsfor latency gateway t1 Internet t2 DC router t3 user input processing t4 8 / 36 Gwendal Simon Cloud Gaming
  • 29.
    The main reasonsfor latency gateway t1 Internet t2 DC router t3 user input processing t4 game state update t5 8 / 36 Gwendal Simon Cloud Gaming
  • 30.
    The main reasonsfor latency gateway t1 Internet t2 DC router t3 user input processing t4 game state update t5 graphics rendering t6 8 / 36 Gwendal Simon Cloud Gaming
  • 31.
    The main reasonsfor latency gateway t1 Internet t2 DC router t3 user input processing t4 game state update t5 graphics rendering t6 video encoding t7 8 / 36 Gwendal Simon Cloud Gaming
  • 32.
    The main reasonsfor latency gateway t1 Internet t2 DC router t3 user input processing t4 game state update t5 graphics rendering t6 video encoding t7 network delivery t1 + t2 + t3 8 / 36 Gwendal Simon Cloud Gaming
  • 33.
    The main reasonsfor latency gateway t1 Internet t2 DC router t3 user input processing t4 game state update t5 graphics rendering t6 video encoding t7 network delivery t1 + t2 + t3video decoding t8 8 / 36 Gwendal Simon Cloud Gaming
  • 34.
    The main reasonsfor latency gateway t1 Internet t2 DC router t3 user input processing t4 game state update t5 graphics rendering t6 video encoding t7 network delivery t1 + t2 + t3video decoding t8 latency due to network 8 / 36 Gwendal Simon Cloud Gaming
  • 35.
    The main reasonsfor latency gateway t1 Internet t2 DC router t3 user input processing t4 game state update t5 graphics rendering t6 video encoding t7 network delivery t1 + t2 + t3video decoding t8 latency due to network latency due to game engine 8 / 36 Gwendal Simon Cloud Gaming
  • 36.
    The main reasonsfor latency gateway t1 Internet t2 DC router t3 user input processing t4 game state update t5 graphics rendering t6 video encoding t7 network delivery t1 + t2 + t3video decoding t8 latency due to network latency due to game engine latency due to video encoding and decoding 8 / 36 Gwendal Simon Cloud Gaming
  • 37.
    Acceptable latency target 9 /36 Gwendal Simon Cloud Gaming
  • 38.
    Game genre game genre avatar-basedgames first-person games third-person games omnipresent games 10 / 36 Gwendal Simon Cloud Gaming
  • 39.
    Game genre game genre avatar-basedgames first-person games third-person games omnipresent games 10 / 36 Gwendal Simon Cloud Gaming
  • 40.
    Game genre game genre avatar-basedgames first-person games third-person games omnipresent games 10 / 36 Gwendal Simon Cloud Gaming
  • 41.
    Game genre game genre avatar-basedgames first-person games third-person games omnipresent games 10 / 36 Gwendal Simon Cloud Gaming
  • 42.
    Game genre game genre avatar-basedgames first-person games third-person games omnipresent games 10 / 36 Gwendal Simon Cloud Gaming
  • 43.
    Game genre game genre avatar-basedgames first-person games third-person games omnipresent games 10 / 36 Gwendal Simon Cloud Gaming
  • 44.
    Game genre game genre avatar-basedgames first-person games third-person games omnipresent games 10 / 36 Gwendal Simon Cloud Gaming
  • 45.
    Game genre game genre avatar-basedgames first-person games third-person games omnipresent games 10 / 36 Gwendal Simon Cloud Gaming
  • 46.
    Genre, latency, andperformance The Claypool law of latency acceptance : genre first-person third-person omnipresent lag in ms 100 500 1000 11 / 36 Gwendal Simon Cloud Gaming
  • 47.
    Genre, latency, andperformance The Claypool law of latency acceptance : genre first-person third-person omnipresent lag in ms 100 500 1000 Various other factors to consider : Limitations in the classification (e.g. StarCraft) User control games (more or less immersive) Gamer skill level (from casual to professional) 11 / 36 Gwendal Simon Cloud Gaming
  • 48.
    Game action taxonomy 12/ 36 Gwendal Simon Cloud Gaming
  • 49.
    Game action taxonomy .. .add the impact of the action Toward priority classes for actions ? 12 / 36 Gwendal Simon Cloud Gaming
  • 50.
    Latency target The shorterthe better 13 / 36 Gwendal Simon Cloud Gaming
  • 51.
    Latency target The shorterthe better The best range is from 100 to 150 ms 13 / 36 Gwendal Simon Cloud Gaming
  • 52.
    Latency target The shorterthe better The best range is from 100 to 150 ms Up to 300 ms is enough for some games 13 / 36 Gwendal Simon Cloud Gaming
  • 53.
    Latency target The shorterthe better The best range is from 100 to 150 ms Up to 300 ms is enough for some games Action prioritization may be standardized 13 / 36 Gwendal Simon Cloud Gaming
  • 54.
    Chasing the ms 14/ 36 Gwendal Simon Cloud Gaming
  • 55.
    Video Gamers have highexpectations : High-resolution (1080p possible since PS3) High frame rate (60 fps is common) Complex, dynamic scenes 15 / 36 Gwendal Simon Cloud Gaming
  • 56.
    Video Gamers have highexpectations : High-resolution (1080p possible since PS3) High frame rate (60 fps is common) Complex, dynamic scenes Screencasting technologies are booming : Capture, encode, and packetize e.g., Open Broadcast Software 15 / 36 Gwendal Simon Cloud Gaming
  • 57.
    Video decoding/encoding In theGamingAnywhere platform : 16 / 36 Gwendal Simon Cloud Gaming
  • 58.
    Video decoding/encoding In theRhizome platform : encoding capture im. convert im. encode frame stream frame total 720p 6.4ms 4.4ms 2.8ms 0.2ms 13.8ms 1080p 11.0ms 4.9ms 3.0ms 0.3ms 19.2ms 17 / 36 Gwendal Simon Cloud Gaming
  • 59.
    Video decoding/encoding In theRhizome platform : encoding capture im. convert im. encode frame stream frame total 720p 6.4ms 4.4ms 2.8ms 0.2ms 13.8ms 1080p 11.0ms 4.9ms 3.0ms 0.3ms 19.2ms Use info from the game engine to encode video Reduce Motion Estimation (ME) using Game object information Depth map 17 / 36 Gwendal Simon Cloud Gaming
  • 60.
    Video decoding/encoding In theRhizome platform : encoding capture im. convert im. encode frame stream frame total 720p 6.4ms 4.4ms 2.8ms 0.2ms 13.8ms 1080p 11.0ms 4.9ms 3.0ms 0.3ms 19.2ms Use info from the game engine to encode video Reduce Motion Estimation (ME) using Game object information Depth map Reduce encoding complexity using Object priority (adaptive object encoding) 17 / 36 Gwendal Simon Cloud Gaming
  • 61.
    Game engine latency 18/ 36 Gwendal Simon Cloud Gaming
  • 62.
    Virtualization on GPU Cloudmanagement is based on Virtual Machines Mature technologies to create, shut down, migrate Hardware consolidation : several VMs per machine 19 / 36 Gwendal Simon Cloud Gaming
  • 63.
    Virtualization on GPU Cloudmanagement is based on Virtual Machines Mature technologies to create, shut down, migrate Hardware consolidation : several VMs per machine Poor performances on traditional GPU Degrades memory transfer (GPU bottleneck) Prevents Single-Instruction-Multiple-Data 19 / 36 Gwendal Simon Cloud Gaming
  • 64.
    Virtualization on GPU Cloudmanagement is based on Virtual Machines Mature technologies to create, shut down, migrate Hardware consolidation : several VMs per machine Poor performances on traditional GPU Degrades memory transfer (GPU bottleneck) Prevents Single-Instruction-Multiple-Data Pass-through GPU enables better performances : One-to-one mapping between device and VM New technologies coming (e.g., NVidia Grid) 19 / 36 Gwendal Simon Cloud Gaming
  • 65.
    Virtualization on GPU: performances Bare-Metal Xen 4.0 Bare-Metal Xen 4.1 0 100 200 300 2011 2014 126.2 39.8 274.7 266.9 framespersecond Doom3 20 / 36 Gwendal Simon Cloud Gaming
  • 66.
    Virtualization on GPU: performances Bare-Metal Xen 4.0 Bare-Metal Xen 4.1 0 100 200 300 2011 2014 126.2 39.8 274.7 266.9 84.5 51 153.7 153.4 framespersecond Doom3 Unigine Sanctuary 20 / 36 Gwendal Simon Cloud Gaming
  • 67.
    Game virtualization :consolidation nb. of instances Bare-metal (in fps) VM (in fps) 1 30.2 29.2 2 30.0 28.9 3 29.8 28.9 21 / 36 Gwendal Simon Cloud Gaming
  • 68.
    Game virtualization :consolidation nb. of instances Bare-metal (in fps) VM (in fps) 1 30.2 29.2 2 30.0 28.9 3 29.8 28.9 1 2 3 0 200 400 600 800 1,000 287 475 662 296 485 704 Nb. of game instances Watts Bare-metal Virtual machines 21 / 36 Gwendal Simon Cloud Gaming
  • 69.
    Latency : summary Incompressiblelatency (without network) : 22 / 36 Gwendal Simon Cloud Gaming
  • 70.
    Latency : summary Incompressiblelatency (without network) : Video encoding and decoding : 40 ms 22 / 36 Gwendal Simon Cloud Gaming
  • 71.
    Latency : summary Incompressiblelatency (without network) : Video encoding and decoding : 40 ms Game engine : from 15 to 50 ms 22 / 36 Gwendal Simon Cloud Gaming
  • 72.
    Latency : summary Incompressiblelatency (without network) : Video encoding and decoding : 40 ms Game engine : from 15 to 50 ms A lot of works for key latency gains here and there : 22 / 36 Gwendal Simon Cloud Gaming
  • 73.
    Latency : summary Incompressiblelatency (without network) : Video encoding and decoding : 40 ms Game engine : from 15 to 50 ms A lot of works for key latency gains here and there : Adaptive streaming in both resolution and fps Prioritize actions Provide metadata and information on game objects Shared processes for multiple game instances 22 / 36 Gwendal Simon Cloud Gaming
  • 74.
    To contribute tothe research effort Some open platforms : GamingAnywhere, the most mature 23 / 36 Gwendal Simon Cloud Gaming
  • 75.
    To contribute tothe research effort Some open platforms : GamingAnywhere, the most mature Uniquitous based on Unity 3D 23 / 36 Gwendal Simon Cloud Gaming
  • 76.
    To contribute tothe research effort Some open platforms : GamingAnywhere, the most mature Uniquitous based on Unity 3D Rhizome with integration of NVidia Grid 23 / 36 Gwendal Simon Cloud Gaming
  • 77.
    Focus on network latency 24/ 36 Gwendal Simon Cloud Gaming
  • 78.
    Our objectives Can thecurrent cloud support cloud gaming ? 25 / 36 Gwendal Simon Cloud Gaming
  • 79.
    Our objectives Can thecurrent cloud support cloud gaming ? Which percentage of users can play cloud games ? 25 / 36 Gwendal Simon Cloud Gaming
  • 80.
    Our objectives Can thecurrent cloud support cloud gaming ? Which percentage of users can play cloud games ? 1. In excellent conditions (40 ms network latency) 25 / 36 Gwendal Simon Cloud Gaming
  • 81.
    Our objectives Can thecurrent cloud support cloud gaming ? Which percentage of users can play cloud games ? 1. In excellent conditions (40 ms network latency) 2. In good conditions (80 ms network latency) 25 / 36 Gwendal Simon Cloud Gaming
  • 82.
    Our population sample Amodified BitTorrent crawler in Dec. 2012 : Collected 2,504 IP addresses in US Most likely machines for home entertainment 26 / 36 Gwendal Simon Cloud Gaming
  • 83.
    Our population sample Amodified BitTorrent crawler in Dec. 2012 : Collected 2,504 IP addresses in US Most likely machines for home entertainment 26 / 36 Gwendal Simon Cloud Gaming
  • 84.
    Latency to EC2: experiment Amazon datacenters (Portland, Virginia, North Calif.) 27 / 36 Gwendal Simon Cloud Gaming
  • 85.
    Latency to EC2: experiment Amazon datacenters (Portland, Virginia, North Calif.) For each client (IP address) 1. Measure latency from each DC 27 / 36 Gwendal Simon Cloud Gaming
  • 86.
    Latency to EC2: experiment Amazon datacenters (Portland, Virginia, North Calif.) For each client (IP address) 1. Measure latency from each DC 2. Pick the shortest latency 27 / 36 Gwendal Simon Cloud Gaming
  • 87.
    Latency to EC2: experiment Amazon datacenters (Portland, Virginia, North Calif.) For each client (IP address) 1. Measure latency from each DC 2. Pick the shortest latency 3. Do it ten times 27 / 36 Gwendal Simon Cloud Gaming
  • 88.
    Latency to EC2: results 0 20 40 60 80 100 120 140 160 0 0.2 0.4 0.6 0.8 1 median latency (in ms) ratioofcoveredusers 28 / 36 Gwendal Simon Cloud Gaming
  • 89.
    Latency to EC2: results 0 20 40 60 80 100 120 140 160 0 0.2 0.4 0.6 0.8 1 median latency (in ms) ratioofcoveredusers 28 / 36 Gwendal Simon Cloud Gaming
  • 90.
    Latency to EC2: results 0 20 40 60 80 100 120 140 160 0 0.2 0.4 0.6 0.8 1 two thirds of gamers in good conditions one third of gamers in excellent conditions one tenth of gamers cannot play at all median latency (in ms) ratioofcoveredusers 28 / 36 Gwendal Simon Cloud Gaming
  • 91.
    What if moreDCs are used 44 PlanetLabs nodes (all over the US) 29 / 36 Gwendal Simon Cloud Gaming
  • 92.
    What if moreDCs are used 44 PlanetLabs nodes (all over the US) For each client (IP address) : 1. Measure latency from each PlanetLabs DC 29 / 36 Gwendal Simon Cloud Gaming
  • 93.
    What if moreDCs are used 44 PlanetLabs nodes (all over the US) For each client (IP address) : 1. Measure latency from each PlanetLabs DC 2. Do it ten times 29 / 36 Gwendal Simon Cloud Gaming
  • 94.
    What if moreDCs are used 44 PlanetLabs nodes (all over the US) For each client (IP address) : 1. Measure latency from each PlanetLabs DC 2. Do it ten times For each k-subset of DCs : 29 / 36 Gwendal Simon Cloud Gaming
  • 95.
    What if moreDCs are used 44 PlanetLabs nodes (all over the US) For each client (IP address) : 1. Measure latency from each PlanetLabs DC 2. Do it ten times For each k-subset of DCs : 1. Choose for each client the shortest latency 2. Sum all shortest latencies 29 / 36 Gwendal Simon Cloud Gaming
  • 96.
    What if moreDCs are used 44 PlanetLabs nodes (all over the US) For each client (IP address) : 1. Measure latency from each PlanetLabs DC 2. Do it ten times For each k-subset of DCs : 1. Choose for each client the shortest latency 2. Sum all shortest latencies Then pick the best k-subset of DCs 29 / 36 Gwendal Simon Cloud Gaming
  • 97.
    More DCs :results 5 10 15 20 25 0 0.2 0.4 0.6 0.8 1 EC2 80 ms EC2 40 ms number of datacenters ratioofcoveredusers 30 / 36 Gwendal Simon Cloud Gaming
  • 98.
    More DCs :results 5 10 15 20 25 0 0.2 0.4 0.6 0.8 1 EC2 80 ms EC2 40 ms number of datacenters ratioofcoveredusers 80 ms latency threshold 40 ms latency threshold 30 / 36 Gwendal Simon Cloud Gaming
  • 99.
    Toward a hybridDC-P2P infrastructure Out of the 2,504 clients : 1,000 are edge servers 1,504 are clients 31 / 36 Gwendal Simon Cloud Gaming
  • 100.
    Toward a hybridDC-P2P infrastructure Out of the 2,504 clients : 1,000 are edge servers 1,504 are clients For each client : 1. Measure latency to each Amazon DC 31 / 36 Gwendal Simon Cloud Gaming
  • 101.
    Toward a hybridDC-P2P infrastructure Out of the 2,504 clients : 1,000 are edge servers 1,504 are clients For each client : 1. Measure latency to each Amazon DC 2. Measure latency to all edge-servers 31 / 36 Gwendal Simon Cloud Gaming
  • 102.
    Toward a hybridDC-P2P infrastructure Out of the 2,504 clients : 1,000 are edge servers 1,504 are clients For each client : 1. Measure latency to each Amazon DC 2. Measure latency to all edge-servers 3. Pick the shortest latency 31 / 36 Gwendal Simon Cloud Gaming
  • 103.
    Toward a hybridDC-P2P infrastructure Out of the 2,504 clients : 1,000 are edge servers 1,504 are clients For each client : 1. Measure latency to each Amazon DC 2. Measure latency to all edge-servers 3. Pick the shortest latency 4. Do it ten times 31 / 36 Gwendal Simon Cloud Gaming
  • 104.
    Hybrid DC-P2P :results 0 20 40 60 80 100 120 140 160 0 0.2 0.4 0.6 0.8 1 median latency (in ms) ratioofcoveredusers Amazon multi-DC infra. 32 / 36 Gwendal Simon Cloud Gaming
  • 105.
    Hybrid DC-P2P :results 0 20 40 60 80 100 120 140 160 0 0.2 0.4 0.6 0.8 1 median latency (in ms) ratioofcoveredusers Amazon multi-DC infra. Hybrid DC-P2P infra. 32 / 36 Gwendal Simon Cloud Gaming
  • 106.
    Hybrid DC-P2P :results +105% +28% +12% 0 20 40 60 80 100 120 140 160 0 0.2 0.4 0.6 0.8 1 median latency (in ms) ratioofcoveredusers Amazon multi-DC infra. Hybrid DC-P2P infra. 32 / 36 Gwendal Simon Cloud Gaming
  • 107.
    Network latency :summary Not all users will be served 33 / 36 Gwendal Simon Cloud Gaming
  • 108.
    Network latency :summary Not all users will be served 100 ms overall lag needs a lot of servers at the edges 33 / 36 Gwendal Simon Cloud Gaming
  • 109.
    Network latency :summary Not all users will be served 100 ms overall lag needs a lot of servers at the edges Game placement on servers will be key 33 / 36 Gwendal Simon Cloud Gaming
  • 110.
    Conclusion 34 / 36Gwendal Simon Cloud Gaming
  • 111.
    Main researchers inthe area Kuan-Ta Chen (Sinica - Taiwan) 35 / 36 Gwendal Simon Cloud Gaming
  • 112.
    Main researchers inthe area Kuan-Ta Chen (Sinica - Taiwan) Shervin Shirmohammadi (Ottawa - Canada) 35 / 36 Gwendal Simon Cloud Gaming
  • 113.
    Main researchers inthe area Kuan-Ta Chen (Sinica - Taiwan) Shervin Shirmohammadi (Ottawa - Canada) Mark Claypool (Worcester - UK) 35 / 36 Gwendal Simon Cloud Gaming
  • 114.
    Main researchers inthe area Kuan-Ta Chen (Sinica - Taiwan) Shervin Shirmohammadi (Ottawa - Canada) Mark Claypool (Worcester - UK) Jiangchuan Liu (Simon Fraser - Canada) 35 / 36 Gwendal Simon Cloud Gaming
  • 115.
    Main researchers inthe area Kuan-Ta Chen (Sinica - Taiwan) Shervin Shirmohammadi (Ottawa - Canada) Mark Claypool (Worcester - UK) Jiangchuan Liu (Simon Fraser - Canada) Carsten Griwodz (Simula - Norway) 35 / 36 Gwendal Simon Cloud Gaming
  • 116.
    Takeaway Business attractive, buttechno challenging 36 / 36 Gwendal Simon Cloud Gaming
  • 117.
    Takeaway Business attractive, buttechno challenging Many research areas to explore : Delivery network 36 / 36 Gwendal Simon Cloud Gaming
  • 118.
    Takeaway Business attractive, buttechno challenging Many research areas to explore : Delivery network Game virtualization 36 / 36 Gwendal Simon Cloud Gaming
  • 119.
    Takeaway Business attractive, buttechno challenging Many research areas to explore : Delivery network Game virtualization Priority actions and adaptive encoding 36 / 36 Gwendal Simon Cloud Gaming
  • 120.
    Takeaway Business attractive, buttechno challenging Many research areas to explore : Delivery network Game virtualization Priority actions and adaptive encoding ... and everything to chase the ms everywhere 36 / 36 Gwendal Simon Cloud Gaming
  • 121.
    Takeaway Business attractive, buttechno challenging Many research areas to explore : Delivery network Game virtualization Priority actions and adaptive encoding ... and everything to chase the ms everywhere And what about multi-player games ? 36 / 36 Gwendal Simon Cloud Gaming