[HN Gopher] A network analysis on cloud gaming: Stadia, GeForce ...
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       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.
        
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       (page generated 2021-01-30 23:00 UTC)