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P2P Games Conference “Attributes of the Gaming Cloud?” Norman Henderson ASANKYA 678-778-0836.

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Presentation on theme: "P2P Games Conference “Attributes of the Gaming Cloud?” Norman Henderson ASANKYA 678-778-0836."— Presentation transcript:

1 P2P Games Conference “Attributes of the Gaming Cloud?” Norman Henderson ASANKYA NHENDERSON@ASANKYA.COM 678-778-0836

2 Proprietary and Confidential­—Do Not Redistribute –Asankya provides optimized transport of TCP/IP and UDP over private or public IP based networks. –The solution supports two way interactive content, non- cacheable content, and secure content acceleration. –The company’s core technology, Multi-path Networking, intelligently characterizes IP networks in real-time at the packet level. –Asankya has also created the Rapid Net, the first application delivery delivery network capable of handling all forms of content. 2 Asankya Overview

3 Proprietary and Confidential­—Do Not Redistribute This technology picks up were CDN’s leave off. No other company currently offers this technology. The technology works on any TCP/IP flow including highly secure data center constricted content. Can be the essential technology to enable cloud computing and storage over public networks like the internet. This is both a product and a service. Provides huge performance gains 10x-40x and provides consistent delivery quality. First TCP/IP acceleration technology to “break the rules” of standard TCP/IP transmission Asankya Overview 3

4 Proprietary and Confidential­—Do Not Redistribute Compute Storage “What will the next generation of cloud computing and games companies look like?” 4 Network They will have optimized the Network. And will leverage new ideas and technologies to cost effectively compete. ?

5 Proprietary and Confidential­—Do Not Redistribute TCP/UDP – standardized in 1980 State of the Art in 1980: –Commodore VIC-20 0.001 GHz Processor (1 MHz) 0.000005 GB RAM (5 KB) 0.0000003 Gbps modem (300 baud) 176x184 Display (1.5% size HD) Today –Processing Speeds are 2000x faster –Communication Rates are 1000x faster –Screen Real Estate is 50x bigger Games need something better from the Network 5

6 Proprietary and Confidential­—Do Not Redistribute Why Is the Network Important to the cloud and gaming companies of tomorrow? 6 Storage Compute/App Shared Data Center Users Internet Storage Compute/App Private Data Center Users Private WAN Dedicated Bandwidth Consistent Throughput Consistent Delay Shared Bandwidth Varying Throughput Varying Delay Private Application Model Cloud Model

7 Proprietary and Confidential­—Do Not Redistribute Single-path Constrained –All packets of a flow must come from the same source and take the same path Starts Slowly –Sessions start slowly and increase speed until they are too fast and experiences loss Reacts Poorly to Loss –When loss is encountered, TCP cuts speed in half Struggles with Delay –As bandwidths increase, delay becomes the limit to TCP performance –Bandwidth is increasing faster than delay is decreasing What is wrong with the network today? 7

8 Proprietary and Confidential­—Do Not Redistribute ‘Adding more bandwidth’ does not solve the problem –That only improves the last mile/first mile –Customer does not control the middle mile Bottlenecks Have Moved to the ‘middle mile’ –ISP to ISP interconnects – ‘hot potato’, cost- based routing –Overloaded routers – default route is not always the best route Protocols Use the Network Inefficiently –Network congestion cause protocols to slow down too much –Network delay causes protocols to use network inefficiently What have tomorrows online gaming companies figured out? 8 ISP A ISP B Inefficiency

9 Proprietary and Confidential­—Do Not Redistribute Attributes of Gaming Companies of the Future 9 Increasing Use of Internet for All Games Moving from console based to “light or no console Increasing Use of Internet for All Games Moving from console based to “light or no console Cost, common platform, global reach Completely Dependant on the Internet for end user experience. Movement to Cloud Hosted Game Delivery (Cloud, P2P etc.) Cost and market saturation control Location of hosting center – affects user experience Drivers Issues Increasing User Mobility Not just from phone but also net-book and “light laptops Increasing User Mobility Not just from phone but also net-book and “light laptops Phones and Net- books become the new console Unpredictable user locations and connection quality Movement to all Interactive and Collaborative Games Games are more fun when virtual life challenges real life. Latency and Bandwidth

10 Proprietary and Confidential­—Do Not Redistribute Fast Application Response –Application speed must match private client-server Dynamic Traffic Capable –Gaming applications are dynamic and non-cacheable Two Way –Data Uploads, Data Downloads, Data Replication Dedicated Gaming Infrastructure –Multitenancy will not work for all applications Locality of Traffic/Data –Location of data storage inside the U.S. Delivering the Gaming Cloud 10

11 Proprietary and Confidential­—Do Not Redistribute Solving Real Gaming Network Problems Today 40x 15x 10x 3x 10x Cloud Storage Customers Gaining Up to 40x Improvements CollaborationGovernment 6x 20x 11 –Internet overlay network deployed –Presence on 8 Tier I/II Providers –Network nodes support up to 1 Gbps –Fully redundant systems –1 TB packet caches at each PoP

12 Proprietary and Confidential­—Do Not Redistribute Content Delivery Networks –Static Web Only - No Dynamic Applications –No upload or two-way optimization WAN Optimization Devices –Built for private WANs – not for the variability of the Internet –Solve private WAN protocol issues – not Internet protocols (no CIFS on Internet) Peer to Peer Services –Are dependant on local net connection speeds –Have no means of optimizing interactive play. CDNs Internet Application Delivery Interactive Applications Static Content Distribution Private Network Internet WAN Optimization Web Acceleration P2P Riverbed BlueCoat SilverPeak Juniper DX Cisco BitTorrent Pando Kontiki Akamai Limelight Level 3 Akamai IPA F5Coyote Point Existing Solutions Don’t Solve Interactive 12

13 Proprietary and Confidential­—Do Not Redistribute Movement to clouds brings new network-based gaming performance challenges Unique issues for gaming clouds makes cache-based methods difficult Asankya is the only solution that optimizes: 1.Encrypted Traffic 2.Two-way Traffic 3.UDP and TCP Traffic Application delivery is needed to remove barriers to cloud growth Summary 13

14 Proprietary and Confidential­—Do Not Redistribute Contact: –Norman Henderson –Asankya –nhenderson@asankya.com Thanks! 14


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