Blog – Networked Graphics https://ng.cs.ucl.ac.uk Building Networked Games and Virtual Environments Tue, 09 Apr 2024 11:45:24 +0000 en-GB hourly 1 https://wordpress.org/?v=6.9.10 https://ng.cs.ucl.ac.uk/wp-content/uploads/sites/28/2022/11/cropped-cropped-book-icon-32x32.png Blog – Networked Graphics https://ng.cs.ucl.ac.uk 32 32 Ubiq https://networkedgraphics.org/2022/11/06/ubiq/ Sun, 06 Nov 2022 13:30:58 +0000 https://ng.cs.ucl.ac.uk/?p=238 Continue reading "Ubiq"

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After several years of using standard libraries for networking for our social VR and other networking needs (usually in Unity), the Covid pandemic and the need to work outside the laboratory motivated us to make templates and libraries that simplified the construction of collaborative VR demos. This was used in teaching and now is open-source under an Apache license (i.e. do what you want with it). There will not be much coverage on it on this site, it has its own site. It may be that a second edition of the book may use Ubiq as examples. The code examples we provided are now a bit out of date because some of the tools weren’t maintained. Ubiq is the result of some of our own research on networking for VR, so take a look.

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Second Edition https://networkedgraphics.org/2018/07/10/second-edition/ Tue, 10 Jul 2018 00:15:00 +0000 https://ng.cs.ucl.ac.uk/?p=236 We are planning a second edition of the book and are very happy to hear suggestions of types of new material that readers would like to see in the book.

Anthony

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Link Drop https://networkedgraphics.org/2017/05/03/link-drop/ Wed, 03 May 2017 16:11:00 +0000 https://ng.cs.ucl.ac.uk/?p=170 Continue reading "Link Drop"

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Some recent links and blog posts that will be of interest to networking engineers in games & VR:

  • Please stop writing new serialization protocols – XDR exists and if you can use it, you should
  • LawBreakers Dev Diary #7 | Netcode & Replication – this short videos has some nice visualisations of client-side prediction contrasting with server-side prediction. It leaves many issues hanging (such as how to re-synchronise) and the visualised disrepancies look small, but it gives a good idea about what the fundamental problem is. I will use this in future lectures.
  • Learning Go? A simple test server that supports ~9000 clients over UDP wirepair/basicudp.go
  • A reminder to follow the articles of Gaffer on Games. We recently took another look at his work for an upcoming networked physics experiment. He posts a lot of interesting links, and is writing a series of articles on networking on games that may turn into a book.
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Project Sansar https://networkedgraphics.org/2016/05/16/project-sansar/ Mon, 16 May 2016 16:10:00 +0000 https://ng.cs.ucl.ac.uk/?p=168 Continue reading "Project Sansar"

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SecondLife from Linden Labs has been one of the most successful shared virtual environment platforms. Although not the first by any means, it has attracted many users. At UCL we have used it for various purposes over the years.

SecondLife was architected in a period when the performance of the target computers was considerably lower. In particular, the graphics performance of machines is much higher. Unfortunately immersive virtual reality is now pushing even the best graphics engines to their limits and the SecondLife engine cannot cope.

Linden Labs have announced a new platform codenamed Project Sansar.  Details are a little thin on the ground at the moment, but you can listen to an interview with Linden Lab CEO Ebbe Altberg on the excellent Voice of VR podcast.

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AWS 3D https://networkedgraphics.org/2014/03/16/aws-3d/ Sun, 16 Mar 2014 16:08:00 +0000 https://ng.cs.ucl.ac.uk/?p=162 Continue reading "AWS 3D"

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Definitely of interest to several projects that I’ve been involved in recently: since November 2013 Amazon Web Services has been offering a G2 instance type that comes with the NVidia GRID cards. Now to try to persuade some local students that they don’t need to buy new graphics cards, but can do their testing online.

$0.702 per Hour is quite steep (today’s pricing for Ireland data centre), especially when compared to the “workhorse” instances, such as the m1.small ($0.065 per hour) but the smallest configuration is 8 CPUs.

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NvidiaGrid https://networkedgraphics.org/2014/03/16/nvidiagrid/ Sun, 16 Mar 2014 16:08:00 +0000 https://ng.cs.ucl.ac.uk/?p=160 Continue reading "NvidiaGrid"

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Not to be outdone by AMD, Nvidia also has a cloud gaming solution, NVidia GridTM. NVidia’s site obviously got more scrutiny from the marketing department. Unsurprisingly there are new cards, with the GRID K340 supporting 4-24 players on 5 GK107 GPUs. The website suggests that this means 24 720p30 H-264 streams can be encoded by this card.

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FlappyMMO https://networkedgraphics.org/2014/03/16/flappymmo/ Sun, 16 Mar 2014 16:07:00 +0000 https://ng.cs.ucl.ac.uk/?p=154 Continue reading "FlappyMMO"

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Perhaps the Flappy Bird phenomena has died down, certainly my high score of 8 is probably never going to improve. However, just for amusement, possibly the simplest ever MMO FlapMMO is still around and still demonstrating that everyone finds the game hard (29% casualties on the first obstacle right now!). Possibly a coursework assignment for next year …

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RapidFire https://networkedgraphics.org/2014/03/16/rapidfire/ Sun, 16 Mar 2014 16:07:00 +0000 https://ng.cs.ucl.ac.uk/?p=158 Continue reading "RapidFire"

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AMD has announced a series of new cards specifically for cloud gaming, the AMD RadeonTM Sky Series. These cards are optimised to host up to six games at 720p/30Hz, and provide low-latency throughput. The video coding is apparently done on the GPU itself. The secret bit is the AMD RapidFire technology, but its the type of marketing secret that they don’t want to say much about, which makes a change. The site claims that there will be an open (small o) API. One interesting feature, which is more obviously needed when one considers the cloud gaming aspect, is support for the GPU through virtual machines and hypervisors.

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Protocols and World of Warcraft https://networkedgraphics.org/2013/04/11/protocols-and-world-of-warcraft/ Thu, 11 Apr 2013 16:07:00 +0000 https://ng.cs.ucl.ac.uk/?p=156 Continue reading "Protocols and World of Warcraft"

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Looking through the talks from the Game Developer Conference 2013, aside from the new excitement about virtual reality (again) and several talks about cloud computing, there was this very technical talk by Joe Rumsey from Blizzard Entertainment about Network Serialization and Routing in World of Warcraft. Slides available from his blog. This talk goes through the issues of building a very large distributed server backend that necessarily supports a variety of protocols and where compression is a worry simply because of the scale of complexity involved and the need to communicate with clients.

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PS4 and Gaikai https://networkedgraphics.org/2013/04/02/ps4-and-gaikai/ Tue, 02 Apr 2013 16:06:00 +0000 https://ng.cs.ucl.ac.uk/?p=152 Continue reading "PS4 and Gaikai"

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We are gearing up for a new round of consoles, with PS4 being announced and XBox 720 widely rumoured. Friends in the games industry are very excited about the new platforms.

Whilst some people were disappointed in the PS4 announcement because they didn’t see final hardware, one very disruptive feature that is announced is the integration with Gaikai on the console itself. The idea behind Playstation Cloud Service appears to be that the PS4 console will make available a rendered stream so that others can fetch video highlights, or even control the console remotely. Its sort of a “reverse Onlive”: the servers are distributed and the console is bearing the load of rendering and compressing the video. Its a very interesting idea: get help from friends remotely, demo a new game to your friends or perhaps get technical support? Of course its not a new idea really: VNC, RDP and various remote desktop systems have been around for a very long time. It is claimed to be no cost to the performance of the console which is interesting. Of course, the console is likely to be on the fringe of the Internet so its not clear if the latency to another console on another ISP will be acceptable for games (OnLive have positioned their servers strategically so they have low latency to their clients); in the worst cast Playstation Cloud Service might be double the latency of OnLive. In the best case (geographically colocated and/or on the same ISP) it could be better. Of course the bandwidth will cost someone and in the UK at least, upload rates are throttled a lot lower than download rates.

Anyway, its a very interesting service and we look forward to seeing what use-cases Sony support.

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