This document discusses cloud gaming, including its benefits, issues, and challenges. It analyzes the performance of the cloud gaming service Onlive based on measurements of interaction delay and image quality under different network conditions. While cloud gaming can expand access to graphics-intensive games, high latency remains a challenge, especially over cellular networks. Future improvements may come from hardware optimizations, distributed execution models, and faster network technologies like LTE.
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.
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.
GPU Renderfarm with Integrated Asset Management & Production System (AMPS)Budianto Tandianus
Was presented in GPU Technology Conference 2014 by Dr. Chen Quan.
The presentation recording and the definitive version of the slide can be downloaded from : http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php?searchByKeyword=S4356&searchItems=session_id&submit=
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.
Qualcomm® Snapdragon™ processors, a product of Qualcomm Technologies, Inc., boast a long list of technologies, from the CPU and GPU, to audio, video, display, networking and much more. In this session, you’ll learn how to take advantage of these features and technologies to create the best gaming experiences, including all the available tools.
Watch this presentation on YouTube: https://www.youtube.com/watch?v=NhbZK_5na7U&list=PLxeazpXYyqtNm2EnCbfSzy7aKOkHjiaSi&index=31
Learn more about developing mobile apps for devices powered by Snapdragon processors: https://developer.qualcomm.com/mobile-development/maximize-hardware/mobile-gaming-graphics-adreno
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.
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.
GPU Renderfarm with Integrated Asset Management & Production System (AMPS)Budianto Tandianus
Was presented in GPU Technology Conference 2014 by Dr. Chen Quan.
The presentation recording and the definitive version of the slide can be downloaded from : http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php?searchByKeyword=S4356&searchItems=session_id&submit=
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.
Qualcomm® Snapdragon™ processors, a product of Qualcomm Technologies, Inc., boast a long list of technologies, from the CPU and GPU, to audio, video, display, networking and much more. In this session, you’ll learn how to take advantage of these features and technologies to create the best gaming experiences, including all the available tools.
Watch this presentation on YouTube: https://www.youtube.com/watch?v=NhbZK_5na7U&list=PLxeazpXYyqtNm2EnCbfSzy7aKOkHjiaSi&index=31
Learn more about developing mobile apps for devices powered by Snapdragon processors: https://developer.qualcomm.com/mobile-development/maximize-hardware/mobile-gaming-graphics-adreno
The problem of using a best-effort network for online gamesJose Saldana
Jose Saldana, Mirko Suznjevic, Invited talk "The problem of using a best-effort network for online games," 10th IEEE International Workshop on Networking Issues in Multimedia Entertainment NIME'14 – , held in conjunction with Consumer Communications and Networking Conference, CCNC 2014. Las Vegas, Nevada, USA – January 10, 2014.
Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users frictionless and direct play-ability of games across various devices.
Gaming on demand is a game service which takes advantage of a broadband connection, large server clusters, encryption and compression to stream game content to a subscriber's device. Users can play games without downloading or installing the actual game. Game content is not stored on the user's hard drive and game code execution occurs primarily at the server cluster, so the subscriber can use a less powerful computer to play the game than the game would normally require, since the server does all performance-intensive operations usually done by the end user's computer.
To Know More: https://en.wikipedia.org/wiki/Cloud_gaming
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.
VMworld 2013: How Good is PCoIP - A Remoting Protocol ShootoutVMworld
VMworld 2013
Shawn Bass, shawnbass.com
Cyndie Zikmund, VMware
Learn more about VMworld and register at http://www.vmworld.com/index.jspa?src=socmed-vmworld-slideshare
Applications of Virtual Machine Monitors for Scalable, Reliable, and Interact...Amr Awadallah
My PhD oral defense.
An overlay network of VMMs (the vMatrix) which enables backward-compatible improvement of the scalability, reliability, and interactivity of Internet services.
Three applications demonstrated:
1. Dynamic Content Distribution
2. Server Switching
3. Fair placement of Game Servers
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.
Accelerate graphics performance with ozone-gbm on Intel based Linux desktop s...Joone Hur
This is about accelerating Web graphics performance with ozone-gbm on Intel based Linux desktop systems.
You can find Google Docs slides at
https://docs.google.com/presentation/d/1o-a-DV43SnPPeyQodeMdbIqA05bRTNpZ3uidP2CBYeo/edit#slide=id.g38a9ffee37_0_0
We develop custom Image Recognition systems for Aerospace and defence applications. Using algorithms like Deep Convolutional Neural Networks and Regional Convolutional Neural Networks.
Our algorithms for Target Recognition and Tracking are designed from the beginning to be run on embedded systems. We target both GPU and FPGA devices.
To Train and Validate our algorithms we developed a process to generate photorealistic 3D environments.
Those 3D Environments are used to produce realistic video streams of the targets in different environmental conditions (lighting, adverse meteorological conditions, camouflage, point-of-view).
The same technology can be used to Train and Test Automotive Vision Systems.
How to Plan for Performance and Scale for Multiplayer GamesCloudflare
With the rise of esports, performance and reliability are paramount to the success of any online gaming franchise, especially when money is on the line. When designing infrastructure for online multiplayer games, proper planning and implementation are key to ensure latency is low and availability remains high, without paying for capacity that isn't needed in the off-hours.
In this one-hour webinar, Calvin Scherle, Solutions Engineer at Cloudflare, Inc., will take a look at several server infrastructure strategies for various types of online multiplayer games. Learn about the pros and cons of different infrastructure implementations, and tactics to employ to maximize performance and minimize cost.
Key takeaways:
Real-world examples of successes and failures in game server performance
Strategies to minimize overspend on infrastructure
Deployment strategies for different gaming use cases
Techniques for offloading processing load from your servers
Real Life Applications of Distributed Systems:
1. Distributed Rendering in Computer Graphics
2. Peer-To-Peer Networks
3. Massively Multiplayer Online Gaming
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
The problem of using a best-effort network for online gamesJose Saldana
Jose Saldana, Mirko Suznjevic, Invited talk "The problem of using a best-effort network for online games," 10th IEEE International Workshop on Networking Issues in Multimedia Entertainment NIME'14 – , held in conjunction with Consumer Communications and Networking Conference, CCNC 2014. Las Vegas, Nevada, USA – January 10, 2014.
Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users frictionless and direct play-ability of games across various devices.
Gaming on demand is a game service which takes advantage of a broadband connection, large server clusters, encryption and compression to stream game content to a subscriber's device. Users can play games without downloading or installing the actual game. Game content is not stored on the user's hard drive and game code execution occurs primarily at the server cluster, so the subscriber can use a less powerful computer to play the game than the game would normally require, since the server does all performance-intensive operations usually done by the end user's computer.
To Know More: https://en.wikipedia.org/wiki/Cloud_gaming
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.
VMworld 2013: How Good is PCoIP - A Remoting Protocol ShootoutVMworld
VMworld 2013
Shawn Bass, shawnbass.com
Cyndie Zikmund, VMware
Learn more about VMworld and register at http://www.vmworld.com/index.jspa?src=socmed-vmworld-slideshare
Applications of Virtual Machine Monitors for Scalable, Reliable, and Interact...Amr Awadallah
My PhD oral defense.
An overlay network of VMMs (the vMatrix) which enables backward-compatible improvement of the scalability, reliability, and interactivity of Internet services.
Three applications demonstrated:
1. Dynamic Content Distribution
2. Server Switching
3. Fair placement of Game Servers
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.
Accelerate graphics performance with ozone-gbm on Intel based Linux desktop s...Joone Hur
This is about accelerating Web graphics performance with ozone-gbm on Intel based Linux desktop systems.
You can find Google Docs slides at
https://docs.google.com/presentation/d/1o-a-DV43SnPPeyQodeMdbIqA05bRTNpZ3uidP2CBYeo/edit#slide=id.g38a9ffee37_0_0
We develop custom Image Recognition systems for Aerospace and defence applications. Using algorithms like Deep Convolutional Neural Networks and Regional Convolutional Neural Networks.
Our algorithms for Target Recognition and Tracking are designed from the beginning to be run on embedded systems. We target both GPU and FPGA devices.
To Train and Validate our algorithms we developed a process to generate photorealistic 3D environments.
Those 3D Environments are used to produce realistic video streams of the targets in different environmental conditions (lighting, adverse meteorological conditions, camouflage, point-of-view).
The same technology can be used to Train and Test Automotive Vision Systems.
How to Plan for Performance and Scale for Multiplayer GamesCloudflare
With the rise of esports, performance and reliability are paramount to the success of any online gaming franchise, especially when money is on the line. When designing infrastructure for online multiplayer games, proper planning and implementation are key to ensure latency is low and availability remains high, without paying for capacity that isn't needed in the off-hours.
In this one-hour webinar, Calvin Scherle, Solutions Engineer at Cloudflare, Inc., will take a look at several server infrastructure strategies for various types of online multiplayer games. Learn about the pros and cons of different infrastructure implementations, and tactics to employ to maximize performance and minimize cost.
Key takeaways:
Real-world examples of successes and failures in game server performance
Strategies to minimize overspend on infrastructure
Deployment strategies for different gaming use cases
Techniques for offloading processing load from your servers
Real Life Applications of Distributed Systems:
1. Distributed Rendering in Computer Graphics
2. Peer-To-Peer Networks
3. Massively Multiplayer Online Gaming
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
1. Ryan Shea and Jiangchuan Liu, Simon Fraser University
Edith C.-H. Ngai, Uppsala University, Yong Cui, Tsinghua
University
Published in August 2013
Presented by Chaima Jemmali
Cloud Gaming :
Architecture and Performance
7. • Expanding the user base to the vast number of less powerful
devices that support thin clients only (smartphones and tablets)
Example of Battlefield 3 :
o Recommended system configuration:
- quad-core CPU,
- 4 Gbytes RAM
- 20 Gbytes storage space
-graphics card with at least 1 Gbyte RAM
o Minimum system requirements:
- dual-core CPU over 2.4 GHz
- 2 Gbytes RAM
- graphics card with 512 Mbytes RAM
• The newest tablets cannot meet this minimum
(Apple’s iPad with Retina display and Google’s Nexus 10)
Cloud Gaming Benefits
8. • Mobile terminals have different hardware/software
architecture from PCs
- Lower memory frequency and bandwidth,
- Power limitations, and distinct operating systems.
Cloud gaming
• Reduces customer support costs
• Offers better digital rights management (DRM)
Cloud Gaming Benefits
10. • Collect a player’s actions,
• Transmit them to the cloud server
• Process the action
• Render the results
• Encode/compress the resulting changes to the game world
• Stream the video (game scenes) back to the player
Cloud Gaming Issues and challenges
Low Latency
video
streaming
High
performance
3D rendering
11. Differences between traditional gaming and cloud gaming
• Interaction delay was only an issue for multiplayer online gaming
systems.
• Traditional online gaming systems often hide the effects of
interaction delay by rendering the action on a player’s local
system before it ever reaches the gaming server.
Interaction Delay Tolerance
12. Requirements similar to another classical application,
live media streaming
- Quickly encode/compress incoming video
- Distribute it to end users
- Encoding must be done with respect to very few frames
Differences with classic applications
- Cloud gaming has virtually no capacity to buffer video
frames on the client side
Video Streaming and Encoding
13. the choice of video encoder of paramount
importance
Gaikai and Onlive both use versions of the
H.264/MPEG-4 AVC encoder
-Gaikai uses a software-based approach to encoding
-Onlive is using specialized hardware to compress its
cloud gaming video streams.
the choice of the H.264 encoder is motivated by :
-It has a very high compression ratio,
-It can be configured to work well with stringent
real-time demands.
Video Streaming and Encoding
16. Representability of the framework
• Conducted traffic measurement and analysis from the edge
of four networks (located in the United States,Canada,
China, and Japan)
• Recorded the packet flow of both Gaikai and Onlive.
• Used Wireshark to extract packet-level details
Types of clouds
• Gaikai is implemented using two public clouds:
Amazon EC2 and Limelight
• Onlive uses a private cloud environment
Cloud Gaming Framework
18. Local System Onlive Thin Client
-AMD 7750 dual core processor
-4 Gbytes of RAM
-1Tbyte 7200 RPM hard drive
- AMD Radeon 3850 GPU
- Wired connection
- Max speed 25Mb/s download
- Max speed 3Mb/s upload
Real World Performance: Onlive
• Game: Batman Arkham Asylum
• Metrics:
- Interaction delay
- Image quality
• Consistent Hardware for all experiment
19. • install and configure our test system with a video card tuning
software, MSI afterburner
• Configure the screen capture software to begin recording at
100 frames/s When pressing Z (Zoom Vision)
• Interaction delay = number of frames * 10ms
• Minimize the use of CPU for recording:
-Resize the frame to 1/4 of the original image resolution
-Apply Motion JPEG compression before writing to the disk
• Network latencies:
-Software Linux router between the test system and Internet
connection (Linux network emulator Netem)
-Average baseline network round-trip time (RTT) around 30 ms
Measuring Interaction delay
20. + Onlive system manages to keep its interaction delay
below 200 ms.
- It could not provide an interaction delay of less than
100 ms.
Measuring Interaction delay
22. Challenges:
• the stream packets can hardly be directly captured and analyzed
• Onlive is using a proprietary version of RTP
Methodology:
• Game : Batman Arkham Asylum
-record the pre-rendered intro movie of the game
-unpack the intro video’s master file from the game files of our
local copy
-configure the local copy of Batman to run at the same resolution
as the extracted file 720p.
-configure the display driver to force the rate of the target
video 30fps
-configure MSI afterburner to record the video uncompressed
(720p at 30 fps)
Measuring Image Quality
23. • Linux software router and perform traffic shaping
• test Onlive running from its 10 Mb/s gradually down to 3 Mb/s
• ensure our bandwidth settings are correct by a probing test
• select the same 40-second (1200-frame) section from each video
• perform an image quality analysis
• analyze the video using two classical metrics:
- peak signal-to-moise ratio (PSNR)
- structural similarity index method (SSIM)
Measuring Image Quality
24. • PSNR of 30 dB and above is considered good quality
• PSNR of 25 and above is considered acceptable for mobile video
streaming
Measuring Image Quality
25. a) master image
b) local capture (PSNR:33.85 dB, SSIM:0.97)
c) Onlive: 10 Mb/s connection (PSNR:26.58 dB, SSIM:0.94)
d) Onlive: 6 Mb/s connection(PSNR:26.53 dB, SSIM:0.92)
e) Onlive: 3 Mb/s connection (PSNR: 26.03 dB, SSIM:0.89)
27. Results
-interaction latency
-streaming quality
under diverse game, computer, and network configurations
• the potential of cloud gaming
• critical challenges toward its widespread deployment.
For future work:
Investigate the effect other network conditions :
- Packet loss
- Jitter
Conclusion
28. • software and service providers, hardware manufacturers
have also shown a strong interest in cloud gaming
• some have begun working on dedicated hardware solutions
to address the prominent issues of cloud gaming
• NVIDIA has just unveiled the GeForce grid graphical
processor which is targeted specifically toward cloud
gaming systems
• NVIDIA’s internal tests show that it can significantly mitigate
the latency introduced in current cloud gaming systems
Conclusion
29. • Cloud gaming is a rapidly evolving technology, with many exciting
possibilities.
• It brings advanced 3D content to relatively weaker devices.
• Both Gaikai and Onlive are actively working on Android apps
to bring their services to these mobile platforms.
Problem:
Cellular network connections usually have latencies in excess
of 200 ms.
Possible improvements:
- Switching to Long Term Evolution (LTE)
- Involve intelligent thin clients
- Use distributed game execution
Conclusion
Editor's Notes
cloud computing has provided countless new opportunities for both new and existing applications.
have experienced a great leap forward in terms of system efficiency and usability
Recently, advances in cloud technology have expanded to allow offloading not only of traditional computation but also of such more complex tasks as high-definition 3D rendering.
A cloud gaming player interacts with the application through a thin client, which is responsible for displaying the video from the cloud rendering server as well as collecting the player’s commands and sending the interactions back to the cloud.
are two industrial pioneers of cloud gaming
both having seen success with multimillion user bases
Gaikai purchased by Sony $380 millon
a highly popular first-person shooter game
not to mention smartphones of which the hardware is limited by their smaller size and thermal control
As such, the traditional console game model is not feasible
for such devices, which in turn become targets to Onlive and GAIKAI
since
the computational hardware is now under the cloud gaming
provider’s full control,
since the game
code is not directly executed on a customer’s local device
cloud gaming remains in its early stage, and there remain significant theoretical and practical challenges toward its widespread deployment
To ensure interactivity, all of these serial operations must happen within milliseconds.
this interaction delay, must be kept as short as possible in order to provide a rich experience to cloud game players.
However, there are trade-offs: the shorter the player’s tolerance for interaction delay, the less time the system has to perform such critical operations as scene rendering and video compression.
Also, the lower this time threshold, the more likely a higher network latency can negatively affect a player’s experience of interaction.
With this is mind, we start our design discussion with delay tolerance.
different styles of games have different thresholds for maximum tolerable delay
The table summarizes the maximum delay that an average player can tolerate before the quality of experience (QoE) begins to degrade.
FPS: Counter Strike : tend to be actionbased, and players with a higher delay tend to have a disadvantage
RPG: World of Warcraft player’s commands in such games (e.g., use item, cast spell, or heal character) are generally executed by the player’s avatar; there is often an invocation phase. the player does not expect the action to be instantaneous
For example, a player may instruct the avatar to move, and it immediately begins the movement locally; however, the gaming server may not receive the update on the position for several milliseconds. Since cloud gaming offloads its rendering to the cloud, the thin client no longer has the ability to hide the interaction delay from the player. Visual cues such as mouse cursor movement can be delayed by up to 1000 ms, making it impractical to expect the player to be able to tolerate the same interaction delays in cloud gaming as they do in traditional gaming systems.
RTS: “omnipresent” view, that is, a top-down view looking at many controllable entities. In a typical RTS game, a delay of up to 1000 ms for a build unit action that takes over a minute will hardly be noticed by the player.
In both, we are only concerned with a small set of the most recent video frames and do not have access to future frames before they are produced, implying encoding must be done with respect to very few frames.
a player issues a command to the local thin client, the command must traverse the Internet to the cloud, be processed by the game logic, rendered by the processing unit, compressed by the video encoder, and streamed back to the player.
As can be observed, a player’s commands must be sent over the Internet from its thin client to the cloud gaming platform. Once the commands reach the cloud gaming platform, they are converted into appropriate in-game actions, which are interpreted by the game logic into changes in the game world. The game world changes are then processed by the cloud system’s graphical processing unit (GPU) into a rendered scene. The rendered scene must be compressed by the video encoder and then sent to a video streaming module, which delivers the video stream back to the thin client. Finally, the thin client decodes the video and displays the video frames to the player.
To confirm the representability of this generic framework,
Wireshark reveals the existence of thin clients and their interactions with remote cloud servers.
When a player selects a game on Gaikai, an EC2 virtual machine will first deliver the Gaikai game client to the player. After that, it forwards the IP addresses of game proxies that are ready to run the selected games to the players. The player will then select one game proxy to run the game. For multiplayer online games, these game proxies will also forward the players’ operations to game servers and send the related information/reactions back to the players
For multiplayer online games, these game proxies will also forward the players’ operations to game servers and send the related information/reactions back to the players.
Using public clouds enables lower implementation costs and higher scalability; however, a private cloud may offer better performance and customization that fully unleash the potential of the cloud for gaming
2.5 million, with an active user base of approximately 1.5 million
system specifications and network connections exceed the recommended standards for both Onlive and the local copy of the game, which ensures that the bottleneck we will see is solely due to the intervention of the cloud.
As discussed previously, minimizing interaction delay is a fundamental design challenge for cloud gaming developers and is thus a critical metric to measure
MSI afterburner: It allows users to control many aspects of the system’s GPU, even the fan speed
perform accurate screen captures of gaming applications
By looking at the resulting video file, we can determine the interaction delay from the first frame in which our action becomes evident.
Recording at 100 frames/s
using less than 5 percent of the CPU
writing only 1 Mbyte/s to the disk.
Netem allows to control such network conditions as network delay
For each experiment we collect three samples and average them
Onlive (+20 ms) indicates that we added an additional 20 ms on the network delay
Processing time: the amount of interaction delay caused by the game logic, GPU rendering, video encoding, etc
Cloud overhead: includes the amount of delay caused by the video encoder and streaming system used in Onlive
when we simulate higher network latencies, the interaction delay increases
Onlive system manages to keep its interaction delay below 200 ms in many of our tests
As can be seen, the cloud processing adds about 100–120 ms of interaction delay to the Onlive system. This finding indicates that the cloud processing overhead alone is over 100 ms, meaning that any attempt to reach this optimal interaction delay threshold will require more efficient designs in terms of video encoders and streaming software.
Just as critical as low interaction delay to a cloud game player is image quality
obtain an accurate sample for video quality analysis,
we must be able to record a deterministic sequence of frames from Onlive
compare it to our local platform.
The lack of video compression is very important as we do not want to taint the samples by applying lossy compression.
We then capture the intro sequence of our locally running game and Onlive running with different bandwidth limits
It covers a broad spectrum of bandwidths commonly available to residential Internet subscribers
The PSNR method quantifies the amount of error (noise) in the reconstructed video, which has been added during compression.
The SSIM method calculates the structural similarity between the two video frames
Local : indicating some difference in the recorded video and the master file. Much of this difference is likely due to slightly different brightness and color settings used by the internal video player in the Batman game engine
With the exception of the 3 Mb/s test, all samples stay above a PSNR of 25 dB; so although there is room for improvement, the image quality is still acceptable.
illustrates the effect of Onlive’s compression taken from a single frame of the opening sequence. As can be seen, the effect of compression is quite noticeable, especially as the amount of available bandwidth decreases.
have on the end user’s cloud gaming experience
It is essentially an all-in-one graphical processor and encoding solution.
each of these processors has enough capability to render and encode four games simultaneously
It is widely expected that this type of specialized hardware will usher in a new generation of cloud gaming.
Latency alone may already cause the interaction delay to become too high for many games
that can perform a portion of the game rendering and logic locally to hide some of the issues
associated with interaction delay
This will likely require creating games specifically optimized for cloud platforms.