0% found this document useful (0 votes)
33 views18 pages

DCC 11 To 15

data communication notes

Uploaded by

sudhirwadekar93
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
33 views18 pages

DCC 11 To 15

data communication notes

Uploaded by

sudhirwadekar93
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 18

Cloud Gaming DCC :- 22414

Semester IV

A
Micro Project
On
Case Study On Cloud Gaming
Submitted in partial fulfillment of the requirement for the award of

Diploma of Engineering
in
Computer Engineering

11:- GAYATRI KERKAR

12:- TANIYA NIJAI

13:- ARYA CHAUDHARI

14:- YASH JADHAV

15:- ANUP PATIL

under the guidance of

Mr. Pratik Gurav

Department of Computer Engineering

Summer 2023

VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.


Cloud Gaming DCC :- 22414

Semester IV

CERTIFICATE

VIVA COLLEGE OF DIPLOMA ENGINEERING & TECHNOLOGY


VIRAR (W)
2022-23
This is to certify that the micro project entitled “ Case Study On Cloud Gaming ”
has been submitted under the guidance of Mr. Pratik Gurav in partial fulfillment of
the requirement for the award of Diploma of Engineering in Department of
Computer Engineering from Maharashtra State Board of Technical Education.

“ Case Study On Cloud Gaming ”


GROUP MEMBERS
11:- GAYATRI KERKAR
12:- TANIYA NIJAI
13:- ARYA CHAUDHARI
14:- YASH JADHAV
15:- ANUP PATIL

Project Guide H.O.D


Mr. Pratik Gurav Mr. Nikhil Asolkar

VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.


Cloud Gaming DCC :- 22414
Semester IV

INDEX

Sr. No. Name of the topic Page no.

PART –A PLAN

1 Brief Introduction 1

2 Aim of the Micro-Project 2

3 Action Plan 3

4 Resources Required 4

PART –B OUTCOMES

1 Brief Description 5

2 Aim of Micro-Project 6

3 Course Outcomes Integrated 6

4 Actual Procedure Followed 7

5 Actual Resources Used 8

6 Outputs of the Micro-Projects 9,10,11

7 Skill Developed/ learning out of this Micro-Project 11

PART A-PLAN
VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.
Cloud Gaming DCC :- 22414
Semester IV

1.0 Brief Introduction

Cloud gaming is a relatively new technology that allows users to play video games on various devices
over the internet, without the need for a gaming console or a high-end gaming computer. The idea
behind cloud gaming is to leverage the power of cloud computing to offload the heavy processing
requirements of modern video games to servers located in data centers, which are typically equipped
with high-performance hardware.

Instead of running the game locally on a device, cloud gaming involves streaming the game content to
the user's device in real-time, much like video streaming services. The user's inputs are sent back to the
data center where they are processed, and the resulting game state is streamed back to the user's device,
creating a seamless and responsive gaming experience.

Cloud gaming services can be accessed from a range of devices, including smartphones, tablets, laptops,
and smart TVs, as long as they have a fast and stable internet connection. Some cloud gaming platforms
also offer dedicated controllers, allowing users to play games more comfortably and accurately.

Cloud gaming has several advantages over traditional gaming, including the ability to play high-quality
games on low-powered devices, the elimination of the need for expensive hardware, and the ability to
access a vast library of games without the need to purchase or download them. However, cloud gaming
also has some drawbacks, such as the potential for latency and network connectivity issues, which can
impact the overall gaming experience.

VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.


Cloud Gaming DCC :- 22414
Semester IV

2.0 AIM of Micro-Project

The main aim of Cloud Gaming in today’s world is as follows:

• Cloud gaming is to provide users with a high-quality gaming experience without the need for
expensive hardware, by leveraging the power of cloud computing.
• Cloud gaming allows users to play games on low-end devices, as the game is processed on
remote servers and then streamed to the user's device in real-time. This means that users can
enjoy modern and resource-intensive games without having to invest in expensive hardware
upgrades.
• Cloud gaming is to provide users with greater flexibility and convenience. With cloud
gaming, users can access a vast library of games on-demand, without the need to purchase or
download them. They can play games on a range of devices, from smartphones to smart TVs,
without having to worry about compatibility issues or storage limitations. This provides users
with greater freedom and the ability to play games whenever and wherever they want.
• The Cloud gaming is to provide users with an accessible, flexible, and high-quality gaming
experience that is tailored to their needs and preferences.

VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.


Cloud Gaming DCC :- 22414
Semester IV

3.0 Action Plan

Sr. Details of Activity Planne Planned Name of


No d Finish Date Responsible
Start Team Members
Date
1 Project selection 5/4/23 6/4/23 Gayatri Kerkar ,Taniya
Nijai,

2 Identifying project 8/4/23 11/4/23 Arya Chaudhari,


outcomes Anup Patil

3 Identifying Resource 11/4/23 12/4/23 Yash Jadhav,


Required Gayatri Kerkar

4 Implementation of circuit 13/4/23 15/4/23 Yash Jadhav

5 Final outcome 17/4/23 18/4/23 Gayatri Kerkar ,Taniya


Nijai
6 Documentation 19/4/23 20/4/23 Yash Jadhav,
Anup Patil

7 Seminar and viva-vose 21/4/23 24/4/23 Arya Chaudhari,


Anup Patil
8 Final Submission of 25/4/23 25/4/23 Gayatri Kerkar ,Taniya
Micro Project Nijai,
Yash Jadhav,
Arya Chaudhari,
Anup Patil

VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.


Cloud Gaming DCC :- 22414
Semester IV

4.0 Resources Required

Sr. Name of Specification Remarks


No Resource
1 Computer System Intel i5, Ram -8 GB,
Windows 11.

2 Software Package Command Prompt

3 Software Jdk 1.71

VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.


Cloud Gaming DCC :- 22414
Semester IV

PART B-OUTCOME

1.0 Brief Description

Cloud gaming is a technology that allows gamers to stream and play video games over the internet,
without the need for powerful hardware or local game installations. Instead of running games on a
user's device, cloud gaming runs games on remote servers that are maintained and managed by the
cloud gaming provider.

To use cloud gaming, a user needs a stable and fast internet connection, a compatible device, and a
subscription to a cloud gaming service. The user can then access a library of games, select a game they
want to play, and start streaming it to their device. The game is run on the remote server, and the user
interacts with it through a video stream that is sent to their device. The user's inputs are sent back to the
server, allowing them to control the game in real-time.

Cloud gaming has several advantages over traditional gaming. It eliminates the need for expensive
gaming hardware, as games can be played on devices with lower specifications. It also reduces the
download and installation times of games, as all game files are stored on the cloud server. Cloud
gaming also allows for seamless cross-platform gaming, as users can play the same game on different
devices, without losing their progress.

However, cloud gaming requires a fast and stable internet connection, and can be affected by network
latency and bandwidth limitations. It also requires a subscription to a cloud gaming service, which may
have limitations on the number and type of games available.

VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.


Cloud Gaming DCC :- 22414
Semester IV

2.0 AIM of Micro-Project

Cloud gaming is a relatively new technology that allows users to play video games on various devices
over the internet, without the need for a gaming console or a high-end gaming computer. The idea
behind cloud gaming is to leverage the power of cloud computing to offload the heavy processing
requirements of modern video games to servers located in data centers, which are typically equipped
with high-performance hardware.

Instead of running the game locally on a device, cloud gaming involves streaming the game content to
the user's device in real-time, much like video streaming services. The user's inputs are sent back to the
data center where they are processed, and the resulting game state is streamed back to the user's device,
creating a seamless and responsive gaming experience.

Cloud gaming services can be accessed from a range of devices, including smartphones, tablets, laptops,
and smart TVs, as long as they have a fast and stable internet connection. Some cloud gaming platforms
also offer dedicated controllers, allowing users to play games more comfortably and accurately.

Cloud gaming has several advantages over traditional gaming, including the ability to play high-quality
games on low-powered devices, the elimination of the need for expensive hardware, and the ability to
access a vast library of games without the need to purchase or download them. However, cloud gaming
also has some drawbacks, such as the potential for latency and network connectivity issues, which can
impact the overall gaming experience

VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.


Cloud Gaming DCC :- 22414
Semester IV

3.0 Course Outcomes Integrated (CO)

Case study of Cloud Gaming

VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.


Cloud Gaming DCC :- 22414
Semester IV

4.0 Actual procedure followed

Cloud gaming, sometimes called gaming on demand or gaming-as-a-service or game streaming, is a


type of online gaming that runs video games on remote servers and streams them directly to a user's
device, or more colloquially, playing a game remotely from a cloud. It contrasts with traditional
means of gaming, wherein a game runs locally on a user's video game console, personal computer, or
mobile device.

Background :-
Cloud gaming platforms operate in a similar manner to remote desktops and video on demand
services; games are stored and executed remotely on a provider's dedicated hardware, and streamed as
video to a player's device via client software. The client software handles the player's inputs, which
are sent back to the server and executed in-game. Some cloud gaming services are based on access to
a virtualized Windows environment, allowing users to download and install games and software as
they normally would on a local computer.

Cloud gaming can be advantageous as it eliminates the need to purchase expensive computer
hardware or install games directly onto a local game system. Cloud gaming can be made available on
a wide range of computing devices, including mobile devices such as smartphones and tablets, digital
media players, or proprietary thin client-like devices. Some services may offer additional features to
take advantage of this model, including the ability for a viewer to join a player's session and
temporarily take control of the game.

Due to their dependency on high-quality streaming video, cloud gaming services typically require
reliable, high-speed internet connections with low latency. Even with high-speed connections
available, traffic congestion and other issues affecting network latency can affect the performance of
cloud gaming, and the ability to use a service regularly may also be limited by data caps enforced by
some internet service providers.

Further, the costs of cloud gaming shift from traditional distribution through retail outlets and digital
storefronts to the data servers that run the cloud gaming services. Novel cost structures are required to
cover these operating costs compared to traditional distribution.

Infrastructure considerations :-
Cloud gaming requires significant infrastructure for the services to work as intended, including data
centers and server farms for running the games, and high-bandwidth internet connections with low
latency for delivering the streams to users. The network infrastructure required to make cloud gaming
feasible was, for many years, not available in most geographic areas, or unavailable to consumer
markets.

A major factor in the quality of a cloud gaming service is latency, as the amount of delay between the
user's inputs and when they take effect can affect gameplay — especially in fast-paced games
dependent on precise inputs (such as first-person shooters and fighting games). Attempts to reduce
VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.
Cloud Gaming DCC :- 22414
Semester IV

latency include the use of caching as the cached data can be "stored locally ... and can be retrieved
when required."

The provider's dedicated hardware can be upgraded over time in order to support higher resolutions
and frame rates for the rendering and streams. The Quality of Experience (QoE) that measures the
user's general level of satisfaction also needs to be brought into consideration during the development
phase of cloud gaming.

History :-
Early attempts :-
The first demonstrated approach of cloud gaming technology was by startup G-cluster (short for Game
Cluster), which introduced its product at the 2000 E3, and released around 2003. In their initial model
around 2005, G-cluster provided PC games that ran on their servers, using video-on-demand service
providers, set-top box manufacturers, and middleware software providers to help provide their service
to network operators, and then offered the games through portals to end users. By 2010, due to
changes in the market, G-cluster changed their model to work through a large server manufacturer to
provide their games to the network operators and directly to users. This refocusing was necessitated
by the increased available of free-to-play games available for personal computers, drawing them away
from G-cluster's service, so G-cluster opted to focus on Internet Protocol television (IPTV) users
instead, which had a potential target of about three million users in 2010. French telco SFR launched
G-cluster gaming service in 2010 for its end users and Orange followed suit in 2012 offering the
gaming service for its customers. Both services have been commercially operational ever since
offering cloud gaming for their customers on TV and mobile.

In early 2003, another attempt was announced by American company Infinium Labs, which intended
to revolutionize the market of home entertainment with their Phantom video game console, a device
that was envisioned to be capable of providing an on-demand video game delivery service via monthly
online subscription. The Phantom was designed to run PC games, thus making it compatible with
hundreds of titles from the start, and was to be sold at a much lower price than high-end PC gaming
rigs. A functioning prototype was first presented at the E3 2004, running Unreal Tournament 2004,
and then again at QuakeCon, where it was shown to be capable of perfectly operating Quake 3 Arena
on a dedicated server. After a couple years of setbacks, the company bankrupted in 2008, with the
Phantom console never officially released to the market, becoming one of the most popular vaporware
of recent times.

Video game developer Crytek began the research on a cloud gaming system in 2005 for Crysis, but
according to their CEO Cevat Yerli, they halted development in 2007 to wait until the infrastructure
and cable Internet providers were able to complete the task and the cost of bandwidth to decline.

OnLive and Gaikai :-


Entrepreneur Steve Perlman revealed OnLive at the March 2009 Game Developers Conference.
Perlman stated that with improvements in data and video compression as well as capabilities of
smartphones, the potential for cloud gaming was now timely. OnLive was officially launched in June
2010, alongside sale of its OnLive microconsole. While OnLive had acquired some support from large
VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.
Cloud Gaming DCC :- 22414
Semester IV

publishers like Ubisoft, 2K Games and THQ, they found it difficult to get other publishers onboard as
they were wary of the subscription price model.

Simultaneous to OnLive, another startup Gaikai was announced by David Perry in 2010. Gaikai opted
to approach streaming of game demos rather than full games, making the service a form of online
advertising for games. Gaikai gained far more publisher support, including Electronic Arts which
OnLive had been trying to bring back to their service. Gaikai was acquired by Sony Computer
Entertainment in July 2012 for $340 million, and by October 2012, was offering PlayStation games.
Ultimately, the technology behind Gaikai was used as the foundation for PlayStation Now, first
introduced in 2014.

OnLive was never profitable, and after a possible acquisition by HP Inc. fell through, OnLive’s assets
were acquired by a newly formed entity named “OL2,” which was capitalized by Gary Lauder of
Lauder Partners in 2012 at $4.8 million, a fraction of OnLive’s valuation from 2010. A mass layoff
(2/3 of staff) was conducted to reduce operating costs. Under Lauder Partners, the new OL2 attempted
to pivot its business model to allow streaming of games already owned by the user, but this failed to
be profitable. OnLive and OL2's intellectual property was acquired by Sony Computer Entertainment
in April 2015, but then closed it down about a month later. As stated by The Verge, the acquisition of
both Gaikai and OnLive's intellectual property gave Sony access to a range of patents covering cloud
gaming.

Recent advances :-
Nvidia first announced its cloud gaming service, Nvidia Grid (later rebranded as GeForce Now), as a
combination of hardware using its graphics processing units and software in May 2012, initially
intending to partner with Gaikai for games on the service. Ubitus GameCloud was also introduced
alongside Nvidia's Grid. GameCloud was designed as white-label service based on Nvidia's Grid that
other providers could use to offer game streaming to their customers.

Grid was formally introduced as part of its Nvidia Shield Android TV device during the 2013
International Consumer Electronics Show. Grid/GeForce Now launched with services provided by
several cloud gaming partners including Agawi, Cloudunion, Cyber Cloud, G-cluster, Playcast, and
Ubitus. The Grid service was first launched in North America in November 2014 where a limited
number of games were made available, and then later expanded to computers in 2017, including
support for importing a user's Steam and Epic Games Store library to run on the remote instance. This
importing model was criticized by publishers including Activision Blizzard and Bethesda Softworks,
as purchases were only intended for personal computers and not through cloud gaming. The publishers
forced NVidia to pull these games from their service.

In 2014, Dragon Quest X was brought to Nintendo 3DS in Japan using Ubitus for the streaming
technology.

In 2017, the French startup Blade launched a service known as Shadow, where users are able to rent a
remote Windows 10 instance on a datacenter, with allocated access to an Intel Xeon processor and

VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.


Cloud Gaming DCC :- 22414
Semester IV

Nvidia Quadro graphics. The service is geographically-limited based on proximity to one of its
datacenters; it initially launched in France, but began expanding into the United States in 2019.

In May 2018, Electronic Arts acquired cloud gaming assets and talent from GameFly for an
undisclosed amount. EA subsequently announced "Project Atlas", a project to explore the integration
of artificial intelligence, machine learning, and Frostbite engine technology to create a "unified"
platform to "remotely process and stream blockbuster, multiplayer HD games with the lowest possible
latency, and also to unlock even more possibilities for dynamic social and cross-platform play." That
month, Google and Microsoft also announced cloud gaming initiatives, with Google beginning to pilot
"Project Stream" (including a closed beta featuring Assassin's Creed Odyssey running via a client in
the Google Chrome web browser, and Microsoft announced the upcoming Project xCloud, leveraging
Microsoft Azure technology.

At the Game Developers Conference in 2019, Google officially announced its cloud gaming service
Stadia, which officially launched on November 19 of that year. In May, Sony announced a partnership
with Microsoft to co-develop cloud solutions between divisions, including gaming.

Apple Inc., which makes the iOS platform for iPhones and iPads, had looked to block cloud gaming
apps on its service in mid-2020. They argued that cloud gaming services allowed developers to add
games onto the iOS system that bypassed the normal checks they perform on any app before it is
added to the App Store, and thus violated their terms of service. However, in September 2020, Apple
altered its rules that allowed cloud gaming apps to work on iOS, with restrictions that each game must
be offered as an individual download on the iOS store which the user must use before playing, though
catalog apps as part of the service can list and link to these games. Both GeForce Now and Stadia
announced plans in November 2020 to release iOS versions of their streaming services as progressive
web applications that would be run through a Chrome or Safari browser on iOS devices, as allowed
for by Apple, to support cloud gaming. Microsoft has also announced plans to use a similar approach
to bring the xCloud game streaming technology to iOS via the browser sometime in early 2021.

Amazon introduced its own cloud gaming service Luna in September 2020. Games on the service will
be offered via a channel-style subscription service, with Amazon's own games and those from Ubisoft
available at the service's launch.

Asus and Intel announced ongoing hardware supply, research & development and software
optimization alongside Boosteroid cloud gaming platform in November 2020.

Nintendo currently has games on Nintendo Switch that primarily run on cloud gaming because their
systems are not powerful enough to run them otherwise (or to avoid porting costs), such as Control,
Hitman 3, Marvel's Guardians of the Galaxy, and the Kingdom Hearts franchise.

Future :-
GPU resource sharing :-
A proposed method to improve game streaming's scalability is adaptive graphics processing unit
(GPU) resource scheduling. Most cloud gaming providers are using dedicated GPUs to each person
VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.
Cloud Gaming DCC :- 22414
Semester IV

playing a game. This leads to the best performance but can waste resources. With better GPU resource
scheduling algorithms, if the game does not fully utilize that GPU it can be used to help run someone
else’s game simultaneously. In the past, “GPU virtualization was not used due to the inferior
performance of the resource scheduling algorithm”. However new resource management algorithms
have been developed that can allow up to 90% of the GPUs original power to be utilized even while
being split among many users.

Predictive input :-
Algorithms could be used to help predict a player's next inputs, which could overcome the impact of
latency in cloud gaming applications. Stadia's head of engineering Majd Bakar foresaw the future
possibility of using such a concept to "[reduce] latency to the point where it's basically nonexistent",
referring to this concept as "negative latency"

VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.


Cloud Gaming DCC :- 22414
Semester IV

5.0 Actual Resources Used

Name of
Sr. No Resource Specification Qty Remarks

256 SSD,
1 Computer 1 TB HDD, 1
8 Gb RAM,
INTEL i5 processor,
Windows 11 OS
2 Microsoft office Word 2016 1

VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.


Cloud Gaming DCC :- 22414
Semester IV

6.0 Outputs of Micro-Projects

VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.


Cloud Gaming DCC :- 22414
Semester IV

7.0 Skill Developed

Thus, we have created a case study of Cloud Gaming

VIVA COLLEGE OF DIPLOMA ENGG & TECH, COMPUTER ENGG.

You might also like