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VAIBHAV SONI BCA PART-III CLOUD GAMING THE VIRTUAL GAMING WORLD
Introduction • Need • Background and Working • Infrastructure • Factors Affecting • Gaming as a Service • Types • Advantages and Disadvantages • Architecture • Future • Vendors • Conclusion • References INDEX
INTRODUCTION Music, Movies, Books < 2013 • Cloud gaming, sometimes called gaming on demand or gaming-as-a-service. • A type of online gamingthat runs games on remote servers and streams them directly to a user’s device. • In short, playing a game remotely from a cloud. Games 2014+ Everything on Cloud
NEED? Some games requires high end computers to run. Not everyone can afford high end computers. GPUs are expensive. Conventional gaming lacks portability.
BACKGROUND AND WORKING Cloud gaming platforms operate in a similar manner to remote desktops and video on demand services. Games are stored and executed remotely on a provider’s dedicated hardware, and streamed as video to a player’s device via client software. The client software handles the player’s inputs, which are sent back to the server and executed in-game. Some cloud gaming services are based on access to a virtualized Windows environment, allowing users to download and install service clients and games as they normally would on a local computer.
INFRASTRUCTURE Cloud gaming requires significant infrastructure for the services to work as intended. It includes datacenters and server-farms for running the games, and high-bandwidth internet connections with low latency for delivering the streams to users. Due to their dependency on high-quality streaming video, the ability to use a service regularly may also be limited by data caps enforced by some internet service providers.
FACTORS AFFECTING? • Especially in fast-paced games dependent on precise inputs • (such as first-person shooters and fighting games. • The provider’s dedicated hardware can be upgraded over time in order to • support higher resolutions and frame rates for the rendering and streams. A major factor in the quality of a cloud gaming service is latency. As the amount of delay between the user’s inputs and when they take effect can affect gameplay.
GAMING AS A SERVICE • GaaS= Streaming video games from the web just like any other streaming media. • Games are built, powered and / or hosted using cloud computing technologies. • Any Device Gaming:- Multi device gaming on any PC, MAC, Tablet, Smartphone or TV. • Click To Play:- Anytime access to a library of gaming titles and saved games in the cloud. Play or continue games from any device anywhere. • Less Hassle:- No new hardware. No complicated setup. No game discs.
TYPE:1 VIDEO STREAMING The actual game is stored, executed, and rendered on the remote operator’s or game company’s server. The video results are streamed directly to a consumer’s computers over the internet using the client. Keystrokes and button presses are sent directly to the server. Server sends back the game response. Allows access to games without the need of a Consoles or High end PC.
TYPE:2 FILE STREAMING Also known as progressive downloading. A small part of a game, usually less than 5% of the total game size is downloaded to the user’s device. The remaining game content is downloaded to the end user’s device while playing. Rendering and processing takes place in user’s PC or Console. This allows instant access to games with low bandwidth Internet connections.
FUTURE • Pay-Per-Use • Pre and Post-paid, or • Monthly Subscription Cloud gaming is a better way to deliver high-quality gaming experience, with potential to open new business opportunities. More flexibility for gamers: Pause game at home and continue on mobile device en route. Transform game software retail to service provisioning:
VENDORS • Shadow – best overall gaming experience with low latency. • Nvidia GeForce Now • Vortex • Project xCloud • Sony PlayStation Now Some of the vendors providing cloud gaming services:
CONCLUSION Cloud gaming a game changing technology. Efficient cloud can be achieved with the latest hardware and virtualization technology advances. Virtualization for GPU has greatly improved and is ready for gaming over a public cloud. Only hardware encoders can achieve acceptable gaming performance. Cloud gaming is rapidly evolving, particularly toward 4K UHD.
REFERENCE A. Bujari, M. Massaro, and C. Palazzi. Vegas over access point : Making room for thin client game systems in a wireless home. IEEE Transactions on Circuits and Systems for Video Technology,25(12):2002–2012, December 2015. W. Cai, M. Chen, and V. Leung. Toward gaming as a service. IEEE Internet Computing, 18(3):12–18, May 2014. Cloud gaming to reach inflection point in 2015, November 2014. http://tinyurl.com/p3z9hs2. G-cluster web page, January 2015. http://www.gcluster.com/eng. GaiKai web page, January 2015. http://www.gaikai.com/eng .