A Cloud Gaming System Design Insights

A Cloud Gaming System Design Insights

A Cloud Gaming System Design Insights Serban Ungureanu, Andrei Panu and Lenuta Alboaie Faculty of Computer Science, Alexandru Ioan Cuza University, 16 General Berthelot, Iasi, Romania Keywords: Cloud Gaming, Video Streaming, Remote Rendering. Abstract: Cloud Gaming is a service that allows its users to run games without installing them locally. The game applications run remotely on a machine in the cloud, having the graphical output of the game compressed and sent back to the user’s machine, where it is displayed. Within this paper, we explain how this technology works. We propose a cloud gaming platform solution, called InstantPlay, that we use to emphasize both advantages and disadvantages of this technology. Furthermore, we compare InstantPlay with a well known gaming platform, OnLive. Therefore, the scope of this paper is to explain the cloud gaming technology, present our implementation, and raise public awareness on this relatively new technology. 1 INTRODUCTION streaming, the game applications are stored and ran on the suppliers machines, in the cloud. On the user’s The gaming industry has lately been on a constant machine, a small client application, also called thin rise. A very large number of new games, that of- client (Beal, 2015), is used to communicate with the fer experiences which are more and more closer to supplier’s servers. This thin client is designed to use reality, are released each year. Game developers are a small set of the system’s hardware resources, all the in close relations with hardware producers, which re- processing being done on the server. The thin client lease highest quality gaming gear. In order to fully ex- receives and displays a stream of video content which perience latest games, users have to periodically pur- represents the graphical output of the game applica- chase new hardware components which aren’t always tion that is ran on the server. Meanwhile, the client cheap. Furthermore, users have to support the costs of application registers and sends the user’s commands buying new games, costs which cannot be overseen. to the server. The main difference between these two Considering all these costs, avid gamers are required types of cloud gaming is represented by the machine to heavily invest in order to support their hobby. which runs the game application. For file stream- Cloud gaming introduces a new alternative which ing based systems, the game application runs on the does not require purchasing the latest hardware com- user’s machine, as opposed to video streaming based ponents. This technology aims to reduce the costs that system, where the game application runs on a server must be supported by gamers. Cloud gaming, also machine, ”in the cloud”. InstantPlay aims to imple- known as Gaming as a Service or Gaming on Demand ment a cloud gaming system based on video stream- , is a service aimed at both casual and enthusiastic ing, therefore all mentions of cloud gaming systems gamers and its purpose is to provide them games in- will refer to video streaming based cloud gaming. stantly, at the lowest possible cost. The most common The following section presents both advantages types of cloud gaming are video streaming based and and disadvantages of using a cloud gaming service, file streaming based. These two types of cloud gam- introducing the reader into this domain. A couple of ing have almost identical intentions, which is running existing implementations will also be presented. The games instantly, but the advantages brought are differ- third section describes our own implementation of a ent. In a cloud gaming system based on file streaming, platform of this kind, and a series of tests will be pre- the client application initially downloads the core part sented in the fourth section. In the last section we of the game, usually less than 5%. This is required for compare InstantPlay’s performance with OnLive (On- the game to run. While the user is playing the game, Live, 2015), a commercial cloud gaming platform. the rest of the game data is also downloaded on its machine. In a cloud gaming system based on video 144 Ungureanu S., Panu A. and Alboaie L.. A Cloud Gaming System Design Insights. DOI: 10.5220/0005515701440151 In Proceedings of the 12th International Conference on e-Business (ICE-B-2015), pages 144-151 ISBN: 978-989-758-113-7 Copyright c 2015 SCITEPRESS (Science and Technology Publications, Lda.) ACloudGamingSystemDesignInsights 2 CLOUD GAMING OVERVIEW performance computer hardware, gamers have to in- vest in a strong, stable Internet connection, in order The cloud gaming technology offers a series of great to fully benefit from the advantages brought by cloud advantages to it’s users. Client-side hardware require- gaming. If a strong Internet connection is not present, ments reduction is considered one of the most im- users will notice a quality reduction of the service, portant advantages present in cloud gaming systems. usually in the form of high latency. Latency repre- Since the graphics processing unit’s (GPU) solely task sents the time required for a network package to travel is to display the video stream received from the cloud from source to destination. Latency is very important gaming servers, the user’s system requirements are in these type of services, meaning that high latencies mainly related to the Internet connection. The central can lead to desynchronization between user input and processing unit (CPU) and the RAM memory are also server output. In this situation, the execution of user’s superficially used, as compared to running the game commands on the server machine is delayed, which locally. Their main task is to run the thin client, which can be a great disadvantage for users. InstantPlay im- doesn’t have excessive requirements. Taking these plementation aims to generate a minimum latency. factors in consideration, the user doesn’t need a high- On the other hand, for cloud gaming suppliers, of- performance personal computer for running games fering a high quality service can also be a difficult through a cloud gaming system. On the other side, task. In order to satisfy their customers, cloud gam- in order to efficiently display the video stream with- ing suppliers have to design high quality, stable and out delays, a strong Internet connection is required. scalable systems, in addition to buying high-end hard- While the games storing size grows larger and ware components, factors which make implementing larger, cloud gaming systems solution is to store the cloud gaming systems very challenging. games on the servers, relieving its users from the ne- OnLive, launched in March 2010, was the first cessity of storing the game applications locally. Ad- commercial implementation of cloud gaming ser- ditionally, using cloud gaming systems, users can in- vices. Although OnLive was a huge success in stantly run game applications, without losing time the United States, there was no public document with lengthy installations or updates. or available publication to explain their implemen- tation. Another resonant success was Gaikai, which Another important goal achieved by cloud gaming together with Electronic Arts, released its beta ver- systems is that using this kind of platforms, games sion in February 2011 (Brown, 2011). A year later, become cross-platform. It is a difficult task for game Sony purchased Gaikai (Newman, 2012) and this developers to implement their product for every de- technology was integrated and released as Playsta- vice and operating system. Game developers often tion Now (Brown, 2011), a service for Sony PlaySta- develop platform-specific products, usually because tion consoles. Following OnLive example, neither of financial reasons, many gamers being deprived of Gaikai nor Sony ever released detailed information these products. This issue is handled by cloud gaming regarding their implementation of cloud gaming ser- systems, and both users and game developers benefit vices. Inevitably, in April 2013, GamingAnywhere, from this situation. the first open source cloud gaming platform, was re- From a financial point of view, gamers may not be leased (Huang et al., 2013). GamingAnywhere’s web- required to purchase the game entirely. Most cloud site contains extensive documentation on their imple- gaming platforms allow users to rent a game for a de- mentation, as well as different documents containing termined period of time, also providing the option to performance and quality of service measurements. As purchase the game entirely. of April 2015, important parts of OnLive technol- Running game applications in the cloud can also ogy were bought by Sony in order to also be inte- handle some piracy issues. If a game were to be grated in Sony’s Playstation Now cloud gaming plat- available only through a cloud gaming system, ille- form (Hachman, 2015), further strengthening Sony’s gal copying of that game would be theoretically im- position in the cloud gaming scene. possible. Furthermore, having the option of trying the game before purchasing it may also reduce piracy, since users can try the game before purchasing. This way they can better decide if the game is worth buy- 3 INSTANTPLAY ing. On the other hand, this strategy overlooks users ARCHITECTURE AND DESIGN with a slow or without an Internet connection. Although cloud gaming services greatly bene- InstantPlay represents our approach on designing and fit involved parties, a series of disadvantages can implementing a cloud gaming platform. As of this be identified. Instead of investing in buying high- moment, there are only a few existing documents 145 ICE-B2015-InternationalConferenceone-Business Figure 1: InstantPlay Architecture. publicly available that present technical details re- cation which implements a concurrent TCP/IP server. garding cloud gaming systems. When we designed This application listens for client connections, and ac- InstantPlay, we aimed to provide a clear and con- cepts clients, creating a new thread for each one.

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