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Cloud Gaming

Cloud Gaming. Jose Pablo Monge Chacon A53516. Agenda. Historia Introduccion Estado Actual Problemas en el cloud gaming Soluciones a esos problemas Futuro Conclusiones P & R. Historia. Juegos de video. Tecnologia !!. La Guerra de las Consolas. Introduccion.

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Cloud Gaming

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  1. Cloud Gaming Jose Pablo Monge Chacon A53516

  2. Agenda • Historia • Introduccion • Estado Actual • Problemas en el cloud gaming • Soluciones a esosproblemas • Futuro • Conclusiones • P & R

  3. Historia • Juegos de video

  4. Tecnologia!!

  5. La Guerra de las Consolas

  6. Introduccion • Computacion en la nube?

  7. Software como un servicio

  8. Demostracion

  9. Estado Actual

  10. Problemas • Rendering

  11. Contenido en HD

  12. Latencia con muchosjugadores

  13. El problema con la distancia

  14. Retraso en nuevas interfaces

  15. Soluciones • 3D image warping

  16. Asynchronous Rendering

  17. Distribucion de recursosbasada en generos

  18. Disminucion de Latenciapormedio de P2P

  19. Futuro • Mascompetidores

  20. Conclusiones • Las granjas de servidorescreceran

  21. Consolas hibridas

  22. Muchas Gracias!

  23. Referencias • Ying-Chieh, C. Chun-Fa C. Wan-Chun Ma. “Asynchronous Rendering”, ACM, 2010 • Delwadia V. Marshall S. Welch I. “The Effect of User Interface Delay in Thin Client Mobile Games”, AUIC2010, Brisbane Australia, 2010 • Shi S, Hsu C, Nahrstedt K, Campbell R. “Using Graphics Rendering Contexts to Enhance the Real-Time Video Coding for Mobile Cloud Gaming”, MM’11, Scotssdale Arizona, 2011

  24. Referencias (cont) • Chen K, Chang Y, Tseng P, Huang C, Lei C. “Measuring the Latency of Cloud Gaming Systems”, MM’11 , Scottsdale Arizona,2011 • Gamasutra 2011, www.gamasutra.com • OnLive, www.onlive.com • Gaikai, www.gaikai.com • Otoy, www.otoy.com

  25. Contacto • Jose Pablo Monge Chacon • jospablo@gmail.com • jmonge@headlesschickengames.com • Twitter: loko08

  26. Preguntas

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