Cloud Gaming

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Cloud Gaming Cloud Gaming Cristobal Barreto[0000-0002-0005-4880] [email protected] Universidad Cat´olicaNuestra Se~norade la Asunci´on Facultad de Ciencias y Tecnolog´ıa Asunci´on,Paraguay Resumen La nube es un fen´omeno que permite cambiar el modelo de negocios para ofrecer software a los clientes, permitiendo pasar de un modelo en el que se utiliza una licencia para instalar una versi´on"standalone"de alg´un programa o sistema a un modelo que permite ofrecer los mismos como un servicio basado en suscripci´on,a trav´esde alg´uncliente o simplemente el navegador web. A este modelo se le conoce como SaaS (siglas en ingles de Sofware as a Service que significa Software como un Servicio), muchas empresas optan por esta forma de ofrecer software y el mundo del gaming no se queda atr´as.De esta manera surge el GaaS (Gaming as a Servi- ce o Games as a Service que significa Juegos como Servicio), t´erminoque engloba tanto suscripciones o pases para adquirir acceso a librer´ıasde jue- gos, micro-transacciones, juegos en la nube (Cloud Gaming). Este trabajo de investigaci´onse trata de un estado del arte de los juegos en la nube, pasando por los principales modelos que se utilizan para su implementa- ci´ona los problemas que normalmente se presentan al implementarlos y soluciones que se utilizan para estos problemas. Palabras Clave: Cloud Gaming. GaaS. SaaS. Juegos en la nube 1 ´Indice 1. Introducci´on 4 2. Arquitectura 4 2.1. Juegos online . 5 2.2. RR-GaaS . 6 2.2.1. Beneficios . 7 2.2.2. Complicaciones . 7 2.3. LR-GaaS . 7 2.3.1. Beneficios . 8 2.3.2. Complicaciones . 8 3. Calidad de Experiencia 8 3.1. Latencia . 9 3.1.1. Elementos que contribuyen a la latencia . 9 3.2. Codificaci´on. 9 3.3. Virtualizaci´onde GPU . 9 4. Comparativa de proveedores actuales 10 4.1. Microsoft xCloud . 10 4.1.1. Precios . 10 4.1.2. Plataformas . 10 4.1.3. Lista de Juegos . 10 4.2. Google Stadia . 11 4.2.1. Precios . 11 4.2.2. Plataformas . 11 4.2.3. Lista de Juegos . 11 4.3. GeForce Now . 12 4.3.1. Precios . 12 4.3.2. Plataformas . 12 4.3.3. Lista de Juegos . 12 4.4. Hatch . 16 4.4.1. Precios . 16 4.4.2. Plataformas . 16 4.4.3. Lista de Juegos . 16 4.5. Playstation Now . 17 4.5.1. Precios . 17 4.5.2. Plataformas . 17 4.5.3. Lista de Juegos . 17 5. iOS y Cloud Gaming 20 2 6. Gaming Cl´asicovs Cloud Gaming 21 6.1. Precio . 21 6.2. Portabilidad . 21 6.3. Disponibilidad . 22 6.4. Juegos online . 22 6.5. Cantidad de Juegos Disponibles . 23 6.6. Resultados . 24 7. Conclusi´on 24 3 1. Introducci´on GaaS es un t´erminoque engloba todos los servicios relacionados con juegos, que de alguna manera u otra son ofrecidos con alg´untipo de plataforma online. Dentro de este grupo se encuentran muchos modelos de servicios que se pueden considerar Cloud Gaming. Entre estos modelos est´an:Juegos online, Cloud Ga- ming de Renderizado Remoto y Cloud Gaming de Renderizado Local. Existen muchos modelos para ofrecer servicios de Cloud Gaming pero los 3 mencionados anteriormente son lo mas utilizado en la industria actual y por lo tanto ser´anel principal tema abordado en este trabajo de investigaci´on. Para implementar una plataforma de Cloud Gaming es necesaria la utiliza- ci´onde una arquitectura que permita la ejecuci´onde los m´odulosrelevantes de los juegos de forma remota en un servidor y que este pueda servir la informaci´on necesaria para el resto de los m´odulosa un cliente. Como una plataforma de Cloud Gaming se ofrece en linea a trav´esdel uso de un cliente acarrea los problemas cl´asicosde este tipo de modelos como: laten- cia, requerimientos de ancho de banda, codificaci´ondel video para transmisi´on, etc. Dichos problemas pueden ser solucionados de varias maneras que se ir´an exponiendo durante el transcurso de este trabajo. 2. Arquitectura La arquitectura se basa en uno o mas centros de datos hospedando una plataforma de Cloud Gaming y clientes que se conectan a los servicios ofrecidos por dicha plataforma. [1] Esta descripci´onde la arquitectura es bastante general y flexible para poder implementar diferentes tipos de modelos de servicios dependiendo la distribuci´on de los m´odulosdentro de la misma. En la figura 1 se puede apreciar la represen- taci´ongr´aficade la arquitectura, as´ıcomo las diferencias en la implementaci´on de los m´odulosde lado servidor o lado cliente para implementar diferentes tipos de modelos. 4 Servidor Juegos online Modulo de Logica del Juego Cloud Gaming de Renderizado Local Cloug Gaming de Modulo Modulo Renderizado Remoto de Renderizado de entrada Terminal del Jugador Figura 1: Representaci´ongeneral de la arquitectura para un servicio de Cloud Gaming y de 3 diferentes modelos de servicio. Cada linea muestra la divisi´on que se utiliza en el modelo de Cloud Gaming que se esta representando. 2.1. Juegos online Si bien estrictamente hablando no es jugar en la nube como el nombre Cloud Gaming indica, siguen siendo juegos (o servicios para juegos) que implementan la nube como un componente de su arquitectura, por lo que se los puede incluir dentro de la categor´ıa.Al hablar de juegos online se abarca una amplia gama de servicios diferentes que pueden ser: Juegos Online Multijugador (World of Warcraft, League of Legends, VALORANT). Juegos Online de un Jugador (Juegos de Navegador, Juegos para dispositivos m´oviles). Plataformas de juegos con sincronizaci´on/guardadoen la nube (Steam Cloud). 5 Arquitectura para Juegos Online Nube Terminal Pantalla Control de la terminal del usuario Flujo de Control Renderizador de video Servicios Online Lógica del juego Flujo de datos Figura 2: Arquitectura general de los Juegos Online 2.2. RR-GaaS RR-GaaS significa GaaS de Renderizado Remoto (Remote Rendering Ga- ming as a Service) y es el modelo de servicios de cloud gaming mas maduro. En este modelo, la nube virtualiza un entorno de ejecuci´one inicia una ins- tancia de juego cuando recibe una solicitud de un usuario. La instancia del juego renderiza el juego en tiempo real en la nube y luego la capturadora de video lo graba. Despu´es,el servidor de cloud gaming transmite el video a la terminal del usuario a trav´esde Internet luego de que este sea codificado por el codifi- cador de video. Este video luego es reconstruido en el modulo de decodificaci´on de video y es mostrado en pantalla por el reproductor de video. Las se~nales del usuario son capturadas por su dispositivo de entrada (control o mouse y teclado) y luego son codificadas con el codificador de entrada de usuario para ser enviadas por Internet al servidor de cloud gaming. El servidor recibe estas se~nalescodificadas y las decodifica en entradas de control para que la instancia de juego las interprete. [2] 6 Arquitectura RR-GaaS Nube Terminal Instancia de juego Pantalla Control de la terminal del usuario Capturadora Reproductor de video de video ¡ Decodi cador Codi cador Decodi cador Codi cador de entrada de entrada de usuario de video de video de usuario Flujo de datos Flujo de Control Figura 3: En este modelo, la nube virtualiza un entorno de ejecuci´one inicia una instancia de juego al recibir la solicitud de un usuario. 2.2.1. Beneficios El principal beneficio del modelo RR-GaaS es que ya que la ejecuci´ony renderizado se realizan en el servidor el cliente solamente necesita ser capaz de decodificar el video y reproducirlo, reduciendo significativamente la cantidad de procesamiento gr´aficoque el dispositivo tendr´ıaque efectuar si el juego corriese directamente en el. Esto permite a los usuarios de la plataforma jugar juegos de altos requerimientos en dispositivos mucho mas econ´omicosque los que deber´ıan adquirir normalmente. 2.2.2. Complicaciones El principal problema para el modelo RR-GaaS es la codificaci´ony transmi- si´onde video en tiempo real. Es bien sabido que la transmisi´onde video en alta calidad, resoluci´ony a una alta tasa de cuadros necesita una gran cantidad de ancho de banda, y ya que experiencia de juego es bastante sensible a la latencia de respuesta 1 2[3] se deben utilizar t´ecnicasque permitan la transmisi´ona una calidad buena pero sin generar demasiada latencia para no reducir la calidad de la experiencia del usuario. 2.3. LR-GaaS LR-GaaS significa GaaS de Renderizado Local (Local Rendering Gaming as a Service) es un modelo aprovecha que la mayor´ıade las terminales que se 1Se llama latencia de respuesta al retraso que ocurre entre que el usuario da una orden y esta orden se ve reflejada en su pantalla, usualmente se mide en mili-segundos 2A partir de este momento, por simplicidad, la latencia de respuesta sera referida simple- mente como latencia 7 suelen usar para jugar pueden realizar renderizado complejo para las escenas de los juegos, esto debido a las mejoras en las prestaciones del hardware. Este modelo implementa el modulo de renderizado en la terminal lo que elimina el problema de la transmisi´onde video en tiempo real sobre la red.[2] Arquitectura LR-GaaS Nube Terminal Lógica del juego Pantalla Control de la terminal del usuario ¡ Decodi cador Instrucciones Renderizador Codi cador de entrada de pantalla de entrada de usuario de video de usuario Flujo de datos Flujo de Control Figura 4: En este modelo, el juego ya no se renderiza en la nube.
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