Introduction to Networked Graphics Part 4 of 5: Bandwidth Management & Scalability.

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Presentation transcript:

Introduction to Networked Graphics Part 4 of 5: Bandwidth Management & Scalability

Overview Goal: To explain how bandwidth limits cause scalability problems. In non-trivial environments its simply not possible to communicate all states to all parties. Topics: Management of awareness Interest specification Server partitioning

Interest Specification Users are not omniscient beings and thus they can’t be interested in every event in a non-trivial scene Plausibility needs to be maintained Systems thus model the user’s awareness so that they can only deliver a conservative approximation to the necessary events so that the user’s illusion of a shared virtual environment is maintained

Awareness Categories Primary awareness Those users you are collaborating with Typically near by, typically highest bandwidth available Secondary awareness Those users that you might see in the distance Can in principle interact with them within a few seconds by movement Tertiary awareness All other users accessible from same system (e.g. by teleporting to them)

System Goals Attempt to keep overall system utilization to a manageable level client inbound bandwidth at a manageable level client outbound bandwidth to a manageable level To do this Have clients discard received information Have the system manage awareness Have clients generate information at different levels of detail

Managing Awareness A complex distributed problem Users’ expressions of interest in receiving information balanced against system’s and other clients’ capabilities Awareness scheme is partly dependent on the networking architecture, but most awareness management schemes can be applied to different architectures Spatial layout is the primary moderating factor on awareness

Message Filtering Application Filter on Receive Network Routing Application Filter on Send Network Routing Message Routing Network Routing Message Routing Network Routing Network Routing Filtering traffic

Spatial Partitions Global Partitions Static Grid Hierarchical Grid Locales Local Partitions Aura / nearest neighbours Visibility

Global Partitions: Static Cells A static partition in to regular cells Players only communicate with other players in the same cell

Global Partitions: Static Cells A slightly more sophisticated partitioning Each player receives information from 7 nearest cells As they move they change the cells they receive from No longer abrupt changes across borders

Global Partitions: Irregular Two irregular partitionings

Spatial Partitions: Auras / Nearest Neighbours Aura focus nimbus model from Benford, Greenhalgh, et al. Network connections are set up if users are close to each other and “looking” or “listening” in their direction.

Spatial Partitions: Local Visibility

Practical Systems A system such as Second Life™ utilizes a regular grid layout with one server per region Regions are laid out on a mostly-contiguous map However is a game session, far too many players want to access a specific game content A game shard is a complete copy of a system, you connect to one system and see one player cohort A game instance is similar, but is replication of a particular area (e.g. dungeon) to support one group of players within a cohort. Often created on demand.

Game Shards

Server D Server C Master Server Server A New Process Server B Game Regions

Server C Master Server Server A Server B Server D New Process 4 Server C Game Regions & Instances

Summary Scalability depends on a choice of awareness mechanism Requires a logical scalability mechanism based on what is most relevant for the users Needs to consider bottlenecks at several points Most common strategy is to partitioning users