OnLive

 

OnLive appeared in our newsfeed again. They've been through a financial restructuring but are still alive and kicking and have continued to provide good gaming service. Perhaps their timing was wrong, perhaps with the next generation consoles being announced in the next couple of months, they may be superseded or have more direct competitors (what has Sony done with Gaikai?).

Anyway the reason they were in our newsfeed was this article from Redbull: Cloud Consoles: OnLive's Epic Plan For A New Type Of Video Game. A comment towards the end indicates a type of MMO that could only be implemented on a cloud service. What type of game could only be provided on a cloud service? This is an interesting question (in more ways than one, see below!).

Well certainly the data density could be too high to be worth shipping DVDs or wasting hours of bandwidth: the game could just have enormous worlds. Alternatively, in a slight variation, the world might be very visually complex and thus hard to stream: think rendering of SecondLife worlds without the constant downloads. Or it might just be rendered at extremely high quality. A less obvious potential we actually set as an exam question last year: we posed the question whether a networked game was more fair if run on an OnLive-like server because there was no desynchronisation of client state and server state. Thus OnLive might be a solution if you really wanted a highly trustable online service for your MMO.

 


 

 

EVE Online 3000 player battle

 

There a few interesting stories about a recent 3000 player battle that took part in Eve Online. PC Gamer give a broad overview about what happened, which seems to stem from a mis-click by a player (UI lessons to be learned here I expect!). They have a very impressive video of part of the battle. Loses on both sides were significant and apparently ran to tens of thousands of dollars worth of in-game assets.

Penny Arcade then has an interesting article about how the server coped with the load. Two techniques are mentioned: moving solar systems off the server where the battle was taking place and time dilation. As per previous posts, EVE Online partitons its load by having each server deal with a certain number of solar systems. It appears that under heavy load, they can migrate solar systems, but the article notes that they can't do this without forcing players to disconnect, which makes sense: it would be extremely hard to serialise the state and seamlessly migrate players.

Time dilation is an interesting technique, which deserves a brief analysis. It works by slowing down game time, so that the simulation progresses for all clients and the server as a given rate. There is an interesting video on this embedded in the Penny Arcade video, or found on YouTube here. Why does time dilation work? In a server-based network simulation the server is the bottle, especially when there are lots of player interactions. The bottleneck could simply be in-bound or out-bound bandwidth, or time required to compute the interactions between the players. One hypothesis is that time dilation would appear to be a technique where the server can instruct clients to slow simulation time: this means clients can send packets/instructions less frequently, meaning that instructions or packets are not being buffered at the network level or game logic level inside the server. The server can then process all the instructions in a timely manner without risk that some buffer will overflow, or an interaction will be missed. The alternative would appear to be just to let the server buffer and process events as quickly as possible, but congestion is going to get worse and worse as clients would probably need to resend events as they would assume time was progressing as fast as their local clock progresses.

Time dilation is thus quite a simple technique that is applicable in many situations. Of course there are probably many implementation gotchas (e.g. making sure all the clients slow down and speed up appropriately). It does leave me wondering how they deal with "calendar drift", i.e. how they resynchronise the solar system's local time to galactic time (assuming that there is such a notion). This would only appear to be applicable in situations where temporal continuity across regions is not important. For example, if you jumped into a region that was time-dilated from a region that was not, against a global clock you would have gone back in time. Perhaps once the battle has died gone, time accelerates again.

Web3D 2013

 

The deadline for Web3D 2013 is now approaching (Feb 15th). It will be in Spain this year in June, which should be very pleasant.

Web3D 2012

 

The annual ACM Web3D Conference is one of the main venues for new networked graphics research each year. Its focus is on more integrative web technologies rather than low-level protocols, but still there is always good work on system architecture to look at.

Some of the ones that piqued our interest are (links to ACM DL coming):

 

Xflow - Declarative Data Processing for the Web

Klein, Felix (Saarland University, Intel VCI), Sons, Kristian (Saarland University, Intel VCI, DFKI), Byelozyorov, Sergiy (Saarland University, IMPRS-CS), Rubinstein, Dmitri (Saarland University, DFKI), Stefan John (TU Braunschweig), Slusallek, Philipp (Saarland University, Intel VCI, DFKI)

 

Real-time Collaborative Scientific WebGL Visualization with WebSocket (short paper)

Marion, Charles (Kitware SAS), Jomier, Julien (Kitware)

 

Server-Based Rendering of Large 3D Scenes for Mobile Devices Using G-Buffer Cube Maps (short paper)

Doellner, Juergen (Hasso-Plattner-Institute), Benjamin Hagedorn (Hasso-Plattner-Institute), Jan Klimke (Hasso-Plattner-Institute)

3D Revision Control Framework (shameless plug!)

Jozef Dobos (University College London, Dept. of Computer Science), Anthony, Steed (University College London)