2 CLOUD GAMING OVERVIEW
The cloud gaming technology offers a series of great
advantages to it’s users. Client-side hardware require-
ments reduction is considered one of the most im-
portant advantages present in cloud gaming systems.
Since the graphics processing unit’s (GPU) solely task
is to display the video stream received from the cloud
gaming servers, the user’s system requirements are
mainly related to the Internet connection. The central
processing unit (CPU) and the RAM memory are also
superficially used, as compared to running the game
locally. Their main task is to run the thin client, which
doesn’t have excessive requirements. Taking these
factors in consideration, the user doesn’t need a high-
performance personal computer for running games
through a cloud gaming system. On the other side,
in order to efficiently display the video stream with-
out delays, a strong Internet connection is required.
While the games storing size grows larger and
larger, cloud gaming systems solution is to store the
games on the servers, relieving its users from the ne-
cessity of storing the game applications locally. Ad-
ditionally, using cloud gaming systems, users can in-
stantly run game applications, without losing time
with lengthy installations or updates.
Another important goal achieved by cloud gaming
systems is that using this kind of platforms, games
become cross-platform. It is a difficult task for game
developers to implement their product for every de-
vice and operating system. Game developers often
develop platform-specific products, usually because
of financial reasons, many gamers being deprived of
these products. This issue is handled by cloud gaming
systems, and both users and game developers benefit
from this situation.
From a financial point of view, gamers may not be
required to purchase the game entirely. Most cloud
gaming platforms allow users to rent a game for a de-
termined period of time, also providing the option to
purchase the game entirely.
Running game applications in the cloud can also
handle some piracy issues. If a game were to be
available only through a cloud gaming system, ille-
gal copying of that game would be theoretically im-
possible. Furthermore, having the option of trying
the game before purchasing it may also reduce piracy,
since users can try the game before purchasing. This
way they can better decide if the game is worth buy-
ing. On the other hand, this strategy overlooks users
with a slow or without an Internet connection.
Although cloud gaming services greatly bene-
fit involved parties, a series of disadvantages can
be identified. Instead of investing in buying high-
performance computer hardware, gamers have to in-
vest in a strong, stable Internet connection, in order
to fully benefit from the advantages brought by cloud
gaming. If a strong Internet connection is not present,
users will notice a quality reduction of the service,
usually in the form of high latency. Latency repre-
sents the time required for a network package to travel
from source to destination. Latency is very important
in these type of services, meaning that high latencies
can lead to desynchronization between user input and
server output. In this situation, the execution of user’s
commands on the server machine is delayed, which
can be a great disadvantage for users. InstantPlay im-
plementation aims to generate a minimum latency.
On the other hand, for cloud gaming suppliers, of-
fering a high quality service can also be a difficult
task. In order to satisfy their customers, cloud gam-
ing suppliers have to design high quality, stable and
scalable systems, in addition to buying high-end hard-
ware components, factors which make implementing
cloud gaming systems very challenging.
OnLive, launched in March 2010, was the first
commercial implementation of cloud gaming ser-
vices. Although OnLive was a huge success in
the United States, there was no public document
or available publication to explain their implemen-
tation. Another resonant success was Gaikai, which
together with Electronic Arts, released its beta ver-
sion in February 2011 (Brown, 2011). A year later,
Sony purchased Gaikai (Newman, 2012) and this
technology was integrated and released as Playsta-
tion Now (Brown, 2011), a service for Sony PlaySta-
tion consoles. Following OnLive example, neither
Gaikai nor Sony ever released detailed information
regarding their implementation of cloud gaming ser-
vices. Inevitably, in April 2013, GamingAnywhere,
the first open source cloud gaming platform, was re-
leased (Huang et al., 2013). GamingAnywhere’s web-
site contains extensive documentation on their imple-
mentation, as well as different documents containing
performance and quality of service measurements. As
of April 2015, important parts of OnLive technol-
ogy were bought by Sony in order to also be inte-
grated in Sony’s Playstation Now cloud gaming plat-
form (Hachman, 2015), further strengthening Sony’s
position in the cloud gaming scene.
3 INSTANTPLAY
ARCHITECTURE AND DESIGN
InstantPlay represents our approach on designing and
implementing a cloud gaming platform. As of this
moment, there are only a few existing documents
ACloudGamingSystemDesignInsights
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