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Cloud Gaming
A green solution to massive
multiplayer online games
Under the Guidance of:
Mr. XYZ
Department of Computer Science and Engineering,
Submitted by:
Suhas N Urs -1******64
Contents
• Introduction
• Green Design of Cloud Gaming
• Cloud Gaming Platform
• Advantages
• Future Directions
• Summary
• References
Introduction
Cloud Gaming..WHY?
•Video gaming is one of the fastest growing business in multimedia entertainment industry.
•Gap between what mobile devices can support and requirements of great video games.
•Intensive computations for game rendering drain the batteries of mobile devices quickly.
•Battery capacity - Limited power supply.
•Substantial storage in installation, due to high-fidelity textured graphics.
For example, Asphalt 8 requires 901 Mbytes of storage, which is about 6 percent of storage
on a 16 Gbytes smartphone.
•Desire to play High Quality game on the move.
Cloud Gaming..What?
• Cloud Gaming, uses cloud computing for gaming, offers an emerging green solution to
bring the high-quality gaming experience to thin or mobile clients.
Overview
• Game software is hosted in cloud servers.
• Users’ controls are transmitted to the cloud servers.
• Game logics are executed at the cloud servers, and game images are rendered.
• The rendered game images are then streamed back to the client.
Green Design of Cloud Gaming
• Framework of cloud Gaming consists of
1. Graphics Rendering Pipeline.
2. Video Compression.
3. Network Delivery Modules.
• A brief overview of energy efficient designs in each of the
modules are discussed.
Green Cloud Data Centre
• Pool of computing and storage resources are managed
and mobilised to serve clients.
• In cloud gaming, Graphics Rendering and Video
Coding of rendered images are performed at Green Data
Centers.
• To complete the computation task, Virtual Machine
Technology is deployed.
• VMs allow a physical computer to run multiple OSs.
• Scalability of computing resources according to demands.
Energy-Aware Graphics Rendering
• Optimisation of rendering complexity.
Gaming Experience = (Realistic + Smooth) Graphics
Solution???
GPUs [Graphics Processing Units] are used instead of CPUs.
Why?
Processing of large block of data.
Green Solution?
GPUs power consumption can be reduced by using DVFS Technique.
DVFS..What??
• Dynamic Voltage Frequency Scaling.
• Reduces power and energy consumption.
How??
• Operating Frequency is clocked slower.
• Power is proportional to the square of the supply voltage and
cube of the clocking frequency.
• Lowering the supply voltage and operating frequency reduces
the power and energy consumption.
Energy-Efficient Video Compression
Optimisation of Coding Complexity
• Game animations into sequences of images that are
compressed into a video bit stream.
• To compress an image sequence, redundancies are removed
via searches of motion vectors and coding mode.
Searching is more computationally demanding
• Limiting the search space can scale the power
consumption.
• Motion Vectors..What??
Key element in motion estimation process.
Used to represent a block in a picture based on the position
of the same block in another picture.
The foreground character's rotating downward head movement is visible,
as well as the background character's slower upward head movement.
Green Communications and Networking
• Game videos need high throughput and low latency to
ensure smooth play-out.
• These demands are often power consuming.
Solution??
• Software Defined Networking [SDNs]
Allows network administrators to manage network
services through abstraction of lower-level functionality.
How??
• Gamers demands keeps changing? Yes.
• Game providers can rely on SDNs to adapt.
No need to replace or reconfigure the network hardware
components.
• Re-organising the network topology during the off-peak
hours via dynamic topology optimisation.
• Demands can be met with fewer operating nodes.
Wireless Networks such as LTE
• Energy Efficiency can be improved via transmission
power.
How??
Small Cell. Femtocell
High data rate connectivity can be ensured at lower
transmission power.
Femtocell is a wireless access point that improves
cellular reception inside a home or office building.
Cloud Gaming Platform
Commercial Services
1. StreamMyGame is a software that streams Windows-based games
to remote Windows and Linux devices on which a user should install
server and player applications.
2. Onlive Game System provides games to various devices, including
PCs, tablets, smartphones.
3. Gaikai’s Streaming Service can be embedded into websites and
devices (e.g., mobile devices and smart TVs), so users are not required
to install any software.
Limitations of Commercial Services
• StreamMyGame requires bandwidth of 6–8 Mb/s.
• Onlive recommends at least 5 Mb/s.
• Onlive has huge amount of latency and partially copes
with it by setting up 5 Data Centers.
• Only people who live in the 1000 mile radius can play
the game.
GamingAnywhere is the first cloud gaming
platform for researches, service providers and users.
• GamingAnywhere is found to be
1. More responsive (less delay)
2. Less bandwidth consuming.
3. Better video quality.
• Any game that can be installed and run on a PC can be
played on the GamingAnywhere platform.
• It serves the goals of cloud gaming when the games are of
high-end with demanding GPU operations.
Advantages
Offers overall green efficiency in the following aspects
1. Software Aspect
• Software management requires less resources, as game
vendors have to maintain game softwares only at cloud
servers.
• Updation of new releases are done immediately.
• Software and update issues are attended instantly.
2. Hardware Aspect
• Users are not required to upgrade and maintain
powerful hardware.
• Eliminates the need for more storage space.
• Power Consumption of user devices are reduced, as
cloud servers are usually power optimised.
3. Deployment Aspect
• Eliminates the cost for sale and distribution of the
video games.
• Copyrights of game developers are better protected.
Future Directions
• Cross-Layer Rendering-Coding-Delivery Optimisation.
Earlier we presented the 3 major technical modules separately.
Cross-Layer Design
Why??
Energy can be further optimised if all the 3 modules are designed in a
cross-layered architecture.
• Efficient 3D Vision Gaming
Multi view/3D game video for high-end, action-intensive
gaming.
Summary
• Why Cloud Gaming? and What is Cloud Gaming?
• Green designs of 3 major technical modules in cloud
gaming: Graphics Rendering, Video Coding and
Network Delivery.
• To summarise, Energy Efficiency in Graphics
Rendering and Video Coding can be obtained by
deploying efficient algorithms under DVFS Framework.
• For Network Delivery, emerging techniques such as
SDNs and Femtocells offer potential for green delivery.
• We reviewed some existing commercial cloud gaming
services and introduced an open source testbed for the
research community. GamingAnywhere.
• Based on the existing platforms, we identify some
promising directions in green design of cloud video
gaming.
1. Joint rendering-coding-network optimisation for
better efficiency of cloud video gaming.
2. Efficient 3D Vision Gaming.
References
[1] CLOUD GAMING: A GREEN SOLUTION TO MASSIVE MULTIPLAYER ONLINE GAMES
SEONG-PING CHUAH, CHAU YUEN, NGAI-MAN CHEUNG by GREEN MEDIA, AUG 2014
[2] C.-Y. Huang et al., “GamingAnywhere: An Open Cloud Gaming System,” Proc. 4th ACM
Multimedia Systems Conf., 2013, pp. 36–47; http://doi.acm.org/10.1145/ 2483977.2483981.
[3] L. Liu et al., “Green cloud: A New Architecture for Green Data Center,” Proc. 6th Int’l. Conf.
Industry Session Autonomic Computing Communications Industry Ses- sion, 2009, pp. 29–38;
http://doi.acm.org/10.1145/ 1555312.1555319.
[4] A. Beloglazov, J. Abawajy, and R. Buyya, “Energy-Aware Resource Allocation Heuristics for
Efficient Management of Data Centers for Cloud Computing,” Future Generation Computer Systems,
vol. 28, no. 5, 2012, pp. 755–68; http://www.sciencedirect.com/science/arti-
cle/pii/S0167739X11000689.
[5] T. Burd and R. W. Brodersen, “Processor Design for Portable Systems,” J. VLSI Signal Processing,
vol. 13, 1996, pp. 203–22.
[6] B. Mochocki, K. Lahiri, and S. Cadambi, “Power Analysis of Mobile 3D Graphics,” Proc.
Conference Design, Automation Test Europe, Leuven, Belgium, 2006, pp. 502–07;
http://dl.acm.org/citation.cfm?id=1131481.1131617
[7] J. Pool, A. Lastra, and M. Singh, “An Energy Model for Graphics Processing Units,” Proc. 2010
IEEE Int’l Conf. Computer Design, 2010, pp. 409–16.
[8] L. Su et al., “Complexity-Constrained h.264 Video Encoding,” IEEE Trans. Circuits Sys. Video
Tech., vol. 19, no. 4, Apr. 2009, pp. 477–90.
[9] Z. He et al., “Power-Rate-Distortion Analysis for Wireless Video Communication Under Energy
Constraints,” IEEE Trans. Circuits Sys. Video Tech., vol. 15, no. 5, May 2005, pp. 645–58.
[10] W. Vereecken et al., “Power Consumption in Telecommunication Networks: Overview and
Reduction Strategies,” IEEE Commun. Mag., vol. 49, no. 6, 2011, pp. 62–69.
[11] J. Wu et al., “Distortion-Aware Concurrent Multipath Transfer for Mobile Video Streaming in
Heterogeneous Wireless Networks,” IEEE Trans. Mobile Comp., to appear.
[12] C. Hu et al., “On the Design of Green Reconfigurable Router Toward Energy Efficient Internet,”
IEEE Commun. Mag., vol. 49, no. 6, 2011, pp. 83–87.
[13] S.-P. Chuah and N.-M. Cheung, “Bandwidth Efficient Mobile Cloud Gaming with Layered Coding
and Scalable Phong Lighting,” Proc. 21st IEEE Int’l. Conf. Image Processing, 2014, Oct. 2014.
[14] M. van der Schaar and N. Sai Shankar, “Cross-Layer Wireless Multimedia Transmission:
Challenges, Principles, and New Paradigms,” IEEE Wireless Commun., vol. 12, no. 4, 2005, pp. 50–58.
[15] M. Claypool and K. Claypool, “Latency and Player Actions in Online Games,” Commun. ACM,
vol. 49, no. 11, Nov. 2006, pp. 40–45; http://doi.acm.org/10.1145/ 1167838.1167860
Cloud Gaming
Thank You.
Questions??

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Cloud Gaming - A Green Solution to Massive Multiplayer Online Games

  • 1. Cloud Gaming A green solution to massive multiplayer online games Under the Guidance of: Mr. XYZ Department of Computer Science and Engineering, Submitted by: Suhas N Urs -1******64
  • 2. Contents • Introduction • Green Design of Cloud Gaming • Cloud Gaming Platform • Advantages • Future Directions • Summary • References
  • 3. Introduction Cloud Gaming..WHY? •Video gaming is one of the fastest growing business in multimedia entertainment industry. •Gap between what mobile devices can support and requirements of great video games. •Intensive computations for game rendering drain the batteries of mobile devices quickly. •Battery capacity - Limited power supply. •Substantial storage in installation, due to high-fidelity textured graphics. For example, Asphalt 8 requires 901 Mbytes of storage, which is about 6 percent of storage on a 16 Gbytes smartphone. •Desire to play High Quality game on the move.
  • 4. Cloud Gaming..What? • Cloud Gaming, uses cloud computing for gaming, offers an emerging green solution to bring the high-quality gaming experience to thin or mobile clients. Overview • Game software is hosted in cloud servers. • Users’ controls are transmitted to the cloud servers. • Game logics are executed at the cloud servers, and game images are rendered. • The rendered game images are then streamed back to the client.
  • 5. Green Design of Cloud Gaming • Framework of cloud Gaming consists of 1. Graphics Rendering Pipeline. 2. Video Compression. 3. Network Delivery Modules. • A brief overview of energy efficient designs in each of the modules are discussed.
  • 6. Green Cloud Data Centre • Pool of computing and storage resources are managed and mobilised to serve clients.
  • 7. • In cloud gaming, Graphics Rendering and Video Coding of rendered images are performed at Green Data Centers. • To complete the computation task, Virtual Machine Technology is deployed. • VMs allow a physical computer to run multiple OSs. • Scalability of computing resources according to demands.
  • 8. Energy-Aware Graphics Rendering • Optimisation of rendering complexity. Gaming Experience = (Realistic + Smooth) Graphics Solution??? GPUs [Graphics Processing Units] are used instead of CPUs. Why? Processing of large block of data. Green Solution? GPUs power consumption can be reduced by using DVFS Technique.
  • 9. DVFS..What?? • Dynamic Voltage Frequency Scaling. • Reduces power and energy consumption. How?? • Operating Frequency is clocked slower. • Power is proportional to the square of the supply voltage and cube of the clocking frequency. • Lowering the supply voltage and operating frequency reduces the power and energy consumption.
  • 10. Energy-Efficient Video Compression Optimisation of Coding Complexity • Game animations into sequences of images that are compressed into a video bit stream.
  • 11. • To compress an image sequence, redundancies are removed via searches of motion vectors and coding mode. Searching is more computationally demanding • Limiting the search space can scale the power consumption. • Motion Vectors..What?? Key element in motion estimation process. Used to represent a block in a picture based on the position of the same block in another picture.
  • 12. The foreground character's rotating downward head movement is visible, as well as the background character's slower upward head movement.
  • 13. Green Communications and Networking • Game videos need high throughput and low latency to ensure smooth play-out. • These demands are often power consuming. Solution?? • Software Defined Networking [SDNs] Allows network administrators to manage network services through abstraction of lower-level functionality.
  • 14. How?? • Gamers demands keeps changing? Yes. • Game providers can rely on SDNs to adapt. No need to replace or reconfigure the network hardware components. • Re-organising the network topology during the off-peak hours via dynamic topology optimisation. • Demands can be met with fewer operating nodes.
  • 15. Wireless Networks such as LTE • Energy Efficiency can be improved via transmission power. How?? Small Cell. Femtocell High data rate connectivity can be ensured at lower transmission power.
  • 16. Femtocell is a wireless access point that improves cellular reception inside a home or office building.
  • 17. Cloud Gaming Platform Commercial Services 1. StreamMyGame is a software that streams Windows-based games to remote Windows and Linux devices on which a user should install server and player applications. 2. Onlive Game System provides games to various devices, including PCs, tablets, smartphones. 3. Gaikai’s Streaming Service can be embedded into websites and devices (e.g., mobile devices and smart TVs), so users are not required to install any software.
  • 18. Limitations of Commercial Services • StreamMyGame requires bandwidth of 6–8 Mb/s. • Onlive recommends at least 5 Mb/s. • Onlive has huge amount of latency and partially copes with it by setting up 5 Data Centers. • Only people who live in the 1000 mile radius can play the game.
  • 19. GamingAnywhere is the first cloud gaming platform for researches, service providers and users.
  • 20.
  • 21. • GamingAnywhere is found to be 1. More responsive (less delay) 2. Less bandwidth consuming. 3. Better video quality. • Any game that can be installed and run on a PC can be played on the GamingAnywhere platform. • It serves the goals of cloud gaming when the games are of high-end with demanding GPU operations.
  • 22.
  • 23.
  • 24. Advantages Offers overall green efficiency in the following aspects 1. Software Aspect • Software management requires less resources, as game vendors have to maintain game softwares only at cloud servers. • Updation of new releases are done immediately. • Software and update issues are attended instantly.
  • 25. 2. Hardware Aspect • Users are not required to upgrade and maintain powerful hardware. • Eliminates the need for more storage space. • Power Consumption of user devices are reduced, as cloud servers are usually power optimised.
  • 26. 3. Deployment Aspect • Eliminates the cost for sale and distribution of the video games. • Copyrights of game developers are better protected.
  • 27. Future Directions • Cross-Layer Rendering-Coding-Delivery Optimisation. Earlier we presented the 3 major technical modules separately. Cross-Layer Design Why?? Energy can be further optimised if all the 3 modules are designed in a cross-layered architecture.
  • 28. • Efficient 3D Vision Gaming Multi view/3D game video for high-end, action-intensive gaming.
  • 29. Summary • Why Cloud Gaming? and What is Cloud Gaming? • Green designs of 3 major technical modules in cloud gaming: Graphics Rendering, Video Coding and Network Delivery. • To summarise, Energy Efficiency in Graphics Rendering and Video Coding can be obtained by deploying efficient algorithms under DVFS Framework. • For Network Delivery, emerging techniques such as SDNs and Femtocells offer potential for green delivery.
  • 30. • We reviewed some existing commercial cloud gaming services and introduced an open source testbed for the research community. GamingAnywhere. • Based on the existing platforms, we identify some promising directions in green design of cloud video gaming. 1. Joint rendering-coding-network optimisation for better efficiency of cloud video gaming. 2. Efficient 3D Vision Gaming.
  • 31. References [1] CLOUD GAMING: A GREEN SOLUTION TO MASSIVE MULTIPLAYER ONLINE GAMES SEONG-PING CHUAH, CHAU YUEN, NGAI-MAN CHEUNG by GREEN MEDIA, AUG 2014 [2] C.-Y. Huang et al., “GamingAnywhere: An Open Cloud Gaming System,” Proc. 4th ACM Multimedia Systems Conf., 2013, pp. 36–47; http://doi.acm.org/10.1145/ 2483977.2483981. [3] L. Liu et al., “Green cloud: A New Architecture for Green Data Center,” Proc. 6th Int’l. Conf. Industry Session Autonomic Computing Communications Industry Ses- sion, 2009, pp. 29–38; http://doi.acm.org/10.1145/ 1555312.1555319. [4] A. Beloglazov, J. Abawajy, and R. Buyya, “Energy-Aware Resource Allocation Heuristics for Efficient Management of Data Centers for Cloud Computing,” Future Generation Computer Systems, vol. 28, no. 5, 2012, pp. 755–68; http://www.sciencedirect.com/science/arti- cle/pii/S0167739X11000689. [5] T. Burd and R. W. Brodersen, “Processor Design for Portable Systems,” J. VLSI Signal Processing, vol. 13, 1996, pp. 203–22. [6] B. Mochocki, K. Lahiri, and S. Cadambi, “Power Analysis of Mobile 3D Graphics,” Proc. Conference Design, Automation Test Europe, Leuven, Belgium, 2006, pp. 502–07; http://dl.acm.org/citation.cfm?id=1131481.1131617 [7] J. Pool, A. Lastra, and M. Singh, “An Energy Model for Graphics Processing Units,” Proc. 2010 IEEE Int’l Conf. Computer Design, 2010, pp. 409–16.
  • 32. [8] L. Su et al., “Complexity-Constrained h.264 Video Encoding,” IEEE Trans. Circuits Sys. Video Tech., vol. 19, no. 4, Apr. 2009, pp. 477–90. [9] Z. He et al., “Power-Rate-Distortion Analysis for Wireless Video Communication Under Energy Constraints,” IEEE Trans. Circuits Sys. Video Tech., vol. 15, no. 5, May 2005, pp. 645–58. [10] W. Vereecken et al., “Power Consumption in Telecommunication Networks: Overview and Reduction Strategies,” IEEE Commun. Mag., vol. 49, no. 6, 2011, pp. 62–69. [11] J. Wu et al., “Distortion-Aware Concurrent Multipath Transfer for Mobile Video Streaming in Heterogeneous Wireless Networks,” IEEE Trans. Mobile Comp., to appear. [12] C. Hu et al., “On the Design of Green Reconfigurable Router Toward Energy Efficient Internet,” IEEE Commun. Mag., vol. 49, no. 6, 2011, pp. 83–87. [13] S.-P. Chuah and N.-M. Cheung, “Bandwidth Efficient Mobile Cloud Gaming with Layered Coding and Scalable Phong Lighting,” Proc. 21st IEEE Int’l. Conf. Image Processing, 2014, Oct. 2014. [14] M. van der Schaar and N. Sai Shankar, “Cross-Layer Wireless Multimedia Transmission: Challenges, Principles, and New Paradigms,” IEEE Wireless Commun., vol. 12, no. 4, 2005, pp. 50–58. [15] M. Claypool and K. Claypool, “Latency and Player Actions in Online Games,” Commun. ACM, vol. 49, no. 11, Nov. 2006, pp. 40–45; http://doi.acm.org/10.1145/ 1167838.1167860