[HN Gopher] A network analysis on cloud gaming: Stadia, GeForce ... ___________________________________________________________________ A network analysis on cloud gaming: Stadia, GeForce Now and PSNow Author : jsnell Score : 40 points Date : 2021-01-30 20:47 UTC (2 hours ago) (HTM) web link (arxiv.org) (TXT) w3m dump (arxiv.org) | laurentdc wrote: | My bet is that the improvement in integrated graphics (think | Apple M1 or Vega 11) will solve the "gaming on a low end laptop" | problem far before game streaming. | jayd16 wrote: | Games will simply use more power as the average user's rig | becomes more powerful. Do you really think we'll solve low | power ray tracing before we solve streaming? Streaming also | scales better. Rendering double the frames requires double the | power but streaming double the frames does not because frames | are mostly similar and compression helps a great deal. | fxtentacle wrote: | I'm working on building a game streaming cloud service at the | moment. | | In the long term, I believe running your own servers is going to | be the future, because otherwise there'll always be license | issues, e.g. when you want to play your gog.com games on GeForce | Now. Or indie games or business apps in general. | | Also, all those services prevent you from sharing with friends | for their business reasons, meaning absolutely no coop or | splitscreen. | | Anyway, the key for making such services work is custom ultra low | latency udp protocols. I'm going with nvenc hardware encoding, | cuda for data wrangling, and a boost::asio based c++ core for the | network layer. That, and controlling packet loss, for example by | self-throttling and spacing to avoid overflows at intermediate | relays. | | BTW, I'm surprised by the bandwidth numbers in the article. Even | fast explosion heavy games like BroForce work reasonably well | with 5mbit/s if you use h265. | birdyrooster wrote: | I'll lead with my peak cynical take, apologies in advance, but I | think Google just wanted to entice people with cheap centralized | streaming games while it was viable to get them married to a | platform they will ultimately have to buy a local console to | render games with anyways. | | Can they even get close to DisplayPort 2.0 performance in the | next couple years? I don't see how this is ever going to scale as | bit depth, resolution and frame rates continue to increase. This | is a losing strategy because a lossy, slow connection between | your display and your controller will only get worse | (quadratically so) as those three factors (bit depth, resolution | and frame rate) increase. | | They are going to have to beef up the client hardware and do more | of the game engine and rendering compute locally, which will | undermine the cost savings they offered being centralized. | fxtentacle wrote: | My guess is that they're testing the waters for enterprise | software. Think Google Docs but for CAD. There's a lot of money | in that market and people are used to paying $1000+ monthly | subscriptions anyway. So if you can move that onto a remote | desktop server, you'll have amazing performance and healthy | profit margins. | | And if it works well for games, it'll surely work well enough | for regular software. | birdyrooster wrote: | I agree that is a good fit for a use case, but I'm speaking | about Stadia in particular. They are going to disappoint a | lot of consumers. | jeffbee wrote: | Why would you get better performance from CAD in the cloud? | Doesn't a cloud server have essentially the opposite | performance profile from a CAD workstation, with many more | cores but much slower clock rates? CAD vendors want your | workstation to have a few fast cores and several GPUs. | llukas wrote: | > CAD vendors want your workstation to have a few fast | cores and several GPUs. | | https://www.nvidia.com/en-us/data-center/quadro-virtual- | work... | | I think premise is either "floating workstation" or that if | you please you can use laptop instead of being tied to | workstation. | birdyrooster wrote: | Clouds are starting to focus on HPC machine types which can | crank out CAD renders | jeffbee wrote: | I see. I guess it's technically possible for a cloud | vendor to temporarily attach several GPUs to your CAD | render, and afterward reassign them to someone else, | therefore bringing the utilization up and the price down, | it just doesn't seem like such a big market opportunity | when a $20k workstation isn't that important next to the | cost of the software and its operator. | cecida wrote: | I purchased a Nvidia Shield Pro before Christmas (an unbelievably | slick piece of tech btw) and signed up for GeForce Now. I'm based | in Ireland, as are the local Geforce Now servers (presume it's | running on Azure). A surprisingly decent gaming experience - The | Witcher 3 looks amazing, and performance is extremely decent with | only slight delays. | justicezyx wrote: | Cloud gaming is actually far worse than the idea sounds like. | | From the surface, cloud gaming is absolutely a fantastic idea, | I.e., it removes a series of barriers of playing high end games: | cost of hardware, convenience, subscription bases consumption to | remove upfront cost. | | However, in close examination, it becomes clear that high end | game is costly not because these above mentioned barriers. On the | contrary, these barriers are part of the structure to support the | high end games. | | Additionally, the modern high end gaming experience entirely | depends on the exclusive ownership of costly computing power. The | hidden foundation that supports that comouting power is the low | cost local communication networks. And we all know that wide area | communication is always more expensive than computing. So for any | large scale cloud gaming, the underlying economy is that it's | always more cost-effective of having local hardware. | nateberkopec wrote: | I did a good amount of gaming via Parsec and AWS this summer. | | When it works, it's great. I can absolutely see this being the | future of gaming as home bandwidth continues to improve, and more | datacenters get built near major population centers. | | It is _very_ sensitive to the connection, though. This summer, I | was about 11 milliseconds away from an AWS datacenter with a 500 | megabit connection. Buttery smooth perfection. No video | compression artifacts. Now, I am about 60 milliseconds away with | a 50 megabit connection and it is unplayable. 50 megabits/60 | milliseconds is a good connection by US broadband standards these | days! | vmception wrote: | That is surprising for me to hear. I did cloud gaming a decade | ago with OnLive and some Playstation Now a little later and it | was never as bad as the gaming gatekeepers suggested. 60ms | latency on a 50mbit connection should be good, sad it isnt. | | With racing games I learned to compensate and anticipate. And | there are pleeeeenty of slower games to play. | thrownblown wrote: | I used OnLive till the bitter end. It was awesome. A little | sad the way it ended, also some tears in the rain for the | game library I had purchased and the friends I had made in | Space Marine multiplayer. | | I was an early adopter of gforce now and I really enjoyed it | while it was in beta. As soon as it was released to the | public all the publishers pulled their games. | breakfastduck wrote: | That's the thing with these services. | | It's not a 'normal' scale of quality like having different | levels of PC hardware. | | It either works perfectly, or is completely unplayable. | | There's a low cap on the maximum market size based on peoples | internet quality. | [deleted] | vvanders wrote: | Pretty much. | | Anyone who's written game netcode(either as a hobby or | professionally) knows that you build the game design and game | engine from the ground up to tolerate latency. | | For action games most of the time it's all about building a | game design where you're predicting(either via physical | location or other player's actions), except in the few rare | cases that do time-rewinding(most fighting games, some FPSes | that combine both, most notably Counter-Strike). This is | usually handled by dead-reckoning[1] | | For large scale, low bandwidth games(AKA RTSes and the like | where gamestate is deterministic) that's handled via lock- | step[2]. The gamestate is 100% deterministic and all clients | move together with a shared set of inputs in "lock step". | | Both of these approaches can be tolerant to latencies up to | ~600ms(back in the ole 28.8/56k days of '97 SubSpace[3] was | doing ~300 players in one zone with a high skill curve and a | robust netcode). They usually mask it with client side | reactions that are then reconciled with the server in a | robust way. If you're just dropping video frames over a | network stack none of that is available to you no matter how | fancy your FEC or other tricks are. | | Somehow I've now got the urge to go dust off the Continuum | client again and boot up SubSpace. | | [1] https://www.gamasutra.com/view/feature/131638/dead_reckon | ing... | | [2] https://meseta.medium.com/netcode-concepts- | part-3-lockstep-a... | | [3] https://store.steampowered.com/app/352700/Subspace_Contin | uum... | breakfastduck wrote: | Latency is the most important thing. There's a reason high | refresh monitors are loved by serious gamers. | | I can deal with 1080p playing old ps2/3 games through an | online service, or modern with the same resolution but high | settings with snappy controls. | | I cannot play a game with noticeable input lag whatsoever, | even if it was at 4k HDR 144hz. | vvanders wrote: | We're not talking about input or rendering latency here, | networked games are designed to work such that even when | you have 100-300ms of round-trip latency the objective of | the game is setup in such a way that your success is | based on "predicting" events _or_ the server keeps all | disparate time domains in memory and can time-rewind to | resolve authoritative game state. | fxtentacle wrote: | While you are absolutely correct, I believe the target | market for Stadia is more people like my parents, who used | to play casual games 10 years ago and then got too busy. | They cannot justify owning a console and purchasing $60 | games. But they'd be easy to sell on a $5 monthly games on | demand subscription. | | They will be playing with bluetooth gamepads (5ms latency) | on their TV (10-20ms latency) using Wifi (5-10ms latency), | so the internet streaming delay of <10ms from an edge | server will be barely noticeable. | | For example, Stadia is featuring "Lara Croft and the Temple | of Osiris" which is a perfect game for high-latency | unskilled casual play. | harikb wrote: | I thought one has to still buy/rent games on top of the | $5/month. $5 is only the fee for renting "cloud hardware" | - May be some games are included, but definitely not | comparable to a Netflix for games. I guess it more like a | Disney- ? | vvanders wrote: | Oh yeah, I don't doubt there's _a_ market for this but I | don 't think you see it take over the same way that say | Netflix did for VoD. | | (FWIW I heavily use Steam's streaming client so I'm | pretty familiar with most of the failure modes, it | doesn't work great for everything but is convenient when | the game style and network performance overlap) | birdyrooster wrote: | All of you people that are bullish on Stadia, explain to me why | DisplayPort 2.0 provides up to 77Gbps of bandwidth? Google cannot | possibly encode/decode that stream with high fidelity using an | internet connection available from any residential ISP in the | next couple years. Maybe within this decade you could accomplish | that. However by that point, local compute will have already | exceeded this standard. | | The fine folks at Google know their computer science well so this | isn't news to them, but it kinda lays bare that eventually they | will be selling consoles to execute games locally since it's | clear they do not have the appetite to get 10Gbps+ fiber to the | country. Steaming-only Stadia made sense paired with a mature | Google Fiber deployment, but alas that is not the universe we | reside in. | codetrotter wrote: | I dont care much in either direction about Stadia but, I think | there is certainly a big market for people who just want to | play some games now and then without having to own a gaming rig | or even a console. High fidelity will not matter so much. | Simply being able to play some AAA games that you otherwise | might not have been able to play will matter. | echelon wrote: | I still have fun playing N64. | | How many people play Minecraft? | birdyrooster wrote: | I agree that people will settle for less, but I am arguing | Google has always been aiming for AAA titles and markets it | that way. | | Also DisplayPort 2.0 bandwidth is mostly for supporting VR | where visual artifacts and low fidelity lead to motion | sickness for a huge demographic. | indiandennis wrote: | The simple answer is that you don't need the full bitrate video | to have a decent experience. I use Nvidia gamestream locally at | 30 to 50 Mbps and it's basically indistinguishable from the | real thing. For most people, it doesn't matter if they can't | tell the difference. | birdyrooster wrote: | Im sure you or I can tell a huge difference between 240hz and | 60hz. How can other people not notice? Or 10-bit or higher | color? Maybe people don't yet know what they are missing, but | when they do, Stadia won't be competitive. | spijdar wrote: | > explain to me why DisplayPort 2.0 provides up to 77Gbps of | bandwidth? | | At the risk of being called a ludite or a peasant, may I | suggest most people don't actually care _that_ much about | reaching the height of visual fidelity, at least in this | aspect? | | The reality is this same argument could be made against any | kind of video streaming. But the reality is that people are | pretty satisfied with the fidelity that video encoders can | produce. Yes, it will always be inferior in several respects to | the uncompressed, ~33Gbps 3840x2160@60hz your local rig can | push out, but will it be a deal breaker for everyone, or even | most people? I don't think so, personally. | _alxk wrote: | I honestly just don't care, and I suspect most don't either. | | I live in London, so probably not far from the GCP data centre, | I have a 50mb connection (pretty average and affordable for | London) and I don't see myself ever investing in a console or | gaming PC again. | | My gaming experience with Stadia is better than "good enough", | and that's all that matters. | antiterra wrote: | They wrote a whole paper to say that PSNow doesn't use WebRTC or | RDP and is (currently) capped at 13Mbit/s while the others use up | to 45Mbit/s with WebRTC/RDP? | | Am I missing something? | cyberlurker wrote: | RTP, and yea. | | "However, these companies released so far little information | about their cloud gaming operation and how they utilize the | network. In this work, we study these new cloud gaming services | from the network point of view." | | They're early too, so this paper will get a lot of citations in | the future. ___________________________________________________________________ (page generated 2021-01-30 23:00 UTC)