[{"@context":"http:\/\/schema.org\/","@type":"BlogPosting","@id":"https:\/\/wiki.edu.vn\/all2en\/wiki32\/game-on-demand-wikipedia\/#BlogPosting","mainEntityOfPage":"https:\/\/wiki.edu.vn\/all2en\/wiki32\/game-on-demand-wikipedia\/","headline":"Game on demand – Wikipedia","name":"Game on demand – Wikipedia","description":"before-content-x4 The game on demand , also called game game or cloud game (in English : gaming on demand or","datePublished":"2018-11-28","dateModified":"2018-11-28","author":{"@type":"Person","@id":"https:\/\/wiki.edu.vn\/all2en\/wiki32\/author\/lordneo\/#Person","name":"lordneo","url":"https:\/\/wiki.edu.vn\/all2en\/wiki32\/author\/lordneo\/","image":{"@type":"ImageObject","@id":"https:\/\/secure.gravatar.com\/avatar\/44a4cee54c4c053e967fe3e7d054edd4?s=96&d=mm&r=g","url":"https:\/\/secure.gravatar.com\/avatar\/44a4cee54c4c053e967fe3e7d054edd4?s=96&d=mm&r=g","height":96,"width":96}},"publisher":{"@type":"Organization","name":"Enzyklop\u00e4die","logo":{"@type":"ImageObject","@id":"https:\/\/wiki.edu.vn\/wiki4\/wp-content\/uploads\/2023\/08\/download.jpg","url":"https:\/\/wiki.edu.vn\/wiki4\/wp-content\/uploads\/2023\/08\/download.jpg","width":600,"height":60}},"image":{"@type":"ImageObject","@id":"https:\/\/upload.wikimedia.org\/wikipedia\/commons\/thumb\/a\/a5\/Jeux_a_la_demande_fonctionnement.png\/220px-Jeux_a_la_demande_fonctionnement.png","url":"https:\/\/upload.wikimedia.org\/wikipedia\/commons\/thumb\/a\/a5\/Jeux_a_la_demande_fonctionnement.png\/220px-Jeux_a_la_demande_fonctionnement.png","height":"208","width":"220"},"url":"https:\/\/wiki.edu.vn\/all2en\/wiki32\/game-on-demand-wikipedia\/","wordCount":21955,"articleBody":" (adsbygoogle = window.adsbygoogle || []).push({});before-content-x4The game on demand , also called game game or cloud game (in English : gaming on demand or cloud gaming ), consists in relocating the execution of video games from the living room consoles and personal computers to remote servers (by Cloud Computing). These data centers send the video to continuous reading players (commonly known as streaming ), which interact with internet games in real time. This technique allows, like video on demand, to play video games on a light customer. The game on demand experienced growing use in the 2010s. (adsbygoogle = window.adsbygoogle || []).push({});after-content-x4 Diagram of the functioning of the services of the game on demand. The video game is hosted, stored and executed on servers in the computer cloud in one or more data centers [ first ] . The player interacts with the internet game on a light customer [ 2 ] , [ 3 ] . The server in the cloud is responsible for the interpretation of the orders of the player, the execution of the game, graphic rendering ( en:Rendering (computer graphics) ) and some transmission From the game scene to the light customer via the internet. The light customer is responsible for decode And display the scenes of the game and to capture and send Player orders [ 4 ] . (adsbygoogle = window.adsbygoogle || []).push({});after-content-x4The device used by the player is a light customer, who only needs to be able to display the scene of the game and the sound, provided by continuous reading (streaming), as well as to transmit the games of the player (click mouse, keyboard keys, controller movements) [ 5 ] , [ 3 ] . To do this, only two unnathed components are required [ first ] ‘ [ 4 ] : a control receiver, which allows connection to the game controller (handle, keyboard, mouse), and a video decoder. The player must also benefit from a screen and have the light customer connected to the Internet. To fully benefit from the game on demand, the player must have a sufficiently large internet speed and a low latency, to transfer the video in a fluid manner [ 6 ] . On the side of the game platform on demand we find [ first ] , [ 4 ] : The command interpreter The game program Video capture Video encoder The game program can decompose into two major components: the game logic who is responsible for converting player orders into interaction in the game, and stage rendering of the game that generates scenes in real time. These two components are captured in video by the component responsible for the Video capture (in English : Video capture ) which is then compressed by the Video encoder To be sent to the light customer [ first ] . (adsbygoogle = window.adsbygoogle || []).push({});after-content-x4The game on demand has the potential to radically change the video game industry [ 7 ] . Thanks to the expansion of the broadband network and progress in cloud computing it has managed to attract the attention of researchers and industry since the 2000s [ first ] . Table of ContentsEvolution of the way of playing [ modifier | Modifier and code ] Comparison [ modifier | Modifier and code ] Economic models [ modifier | Modifier and code ] Video game on demand with subscription [ modifier | Modifier and code ] Free game with purchase options [ modifier | Modifier and code ] Free demand game [ modifier | Modifier and code ] Purchase of game on demand [ modifier | Modifier and code ] Services [ modifier | Modifier and code ] Among operators [ modifier | Modifier and code ] Quality of service [ modifier | Modifier and code ] Experience quality [ modifier | Modifier and code ] Infrastructure [ modifier | Modifier and code ] Network [ modifier | Modifier and code ] Multiplayer demand games [ modifier | Modifier and code ] Graphics \/ processor processor [ modifier | Modifier and code ] Streaming \/ encoding [ modifier | Modifier and code ] Related articles [ modifier | Modifier and code ] Evolution of the way of playing [ modifier | Modifier and code ] There are several ways to play video games, from the traditional game platform such as consoles or computers to play, at progressive download (in) Where a little game is downloaded so that the player can play quickly, the rest of the game is downloaded while the player plays, the game is still executed locally [ 8 ] . And finally the game on demand . The transition to the game on demand is the answer to the need of users who are looking for an independent platform [ 7 ] . Beyond the Cloud Gaming, which presents users with a game catalog that they can use via a centralized server, some players now offer a full-fledged PC powered by the cloud, with the same features as a classic computer. Among these are liquidsky [ 9 ] , American company founded by the programmer Ian McLoughlin and the French start-up Blade [ ten ] , the source of a fundraising of 51 million euros carried out in June 2017 For his PC “as a service” Shadow with investors such as Pierre Kosciusko-Morizet, Micha\u00ebl Benabou or Nopporn Suppipat. Comparison [ modifier | Modifier and code ] The popularity of the game on demand can be attributed to several advantages compared to other ways of playing to the players , The video game industry as well as service providers [ 11 ] . For the players The game on demand avoids having to download and install the game as well as to constantly update their game machines which is expensive for computers with expensive graphics cards [ 4 ] , [ 3 ] .The execution and calculation of the rendering being done remotely so it allows you to play on little powerful machines and thus potentially reduce the cost of energy compared to when you launch the game locally [ 5 ] . Players can play anywhere and anytime on any machine via the Internet by always having access to their games [ twelfth ] , [ 2 ] . For The video game industry , the game on demand prevents them from developing specific versions of the same game for each family of game machine, this allows them to reduce the time and the cost of developing [ 3 ] . The game being executed on the server The code is not accessible from users which puts it out of reach of pirates [ twelfth ] , [ 11 ] . For Service providers The game on demand allows you to create a new business model, create demand on the already available resources of the cloud and demonstrate the potential of their services [ 11 ] . The game on demand becomes more and more popular, the market value in 2016 was to 649 millions of dollars you [ 13 ] and in 2017 $ 1 billion [ 3 ] . It is planned: 2022 (3.235 Billion Dollars US) [ 13 ] , 2023 (4 billion dollars US) [ 3 ] , 2026 (6.944 billion dollars US) [ 4 ] . Several large companies offer this service, including Sony, Nvidia, Liquidsky, Google or Microsoft [ 3 ] . Economic models [ modifier | Modifier and code ] Video game on demand with subscription [ modifier | Modifier and code ] Video games on demand with subscription (in English subscription gaming on demand ) Allows access with a paying subscription to a game catalog on demand, this without advertising, unlimited and without commitment. Services: SFR Games [ 14 ] , Video Games Pass (Orange TV) [ 15 ] , EA\/Origin Access [ 16 ] , Xbox Game Pass [ 17 ] , Playstation Now [ 18 ] , Square Enix [ 19 ] , Vortex [ 20 ] , UTOMI [ 21 ] , Blacknut [ 22 ] , Amazon [ 23 ] , Apple Arcade [ 24 ] , Uplay+ [ 25 ] , Google Stadia – Pro [ 26 ] . Free game with purchase options [ modifier | Modifier and code ] And free-to-play (Abbreviated in F2P, literally “free to play”) is a type of free video game game with purchase option, in the case of an online game per unit. Service: Steam (F2P games) [ 27 ] . Free demand game [ modifier | Modifier and code ] Free demand game ( advertising gaming on demand ) Allows you to download free of charge within a game store that is entirely funded by advertising. Service: Google Play Games (free games funded by ad). Purchase of game on demand [ modifier | Modifier and code ] The purchase of game on demand allows you to buy game unit on demand sold within a catalog. Service: Origin – Store [ 28 ] , Steam [ 29 ] . Google Play Games (Full paid games), Google Stadia – Basic [ 26 ] , GeForce Now [ 30 ] . Announced soon (indeterminate model): Verizon Gaming [ thirty first ] , Nintendo [ 32 ] , Samsung Play Galaxy Link [ 33 ] , Tencent Instant Play [ 34 ] . Services [ modifier | Modifier and code ] Name Availablity In development Opensource? Platforms Licence Type Leap Computing \u00a0Non \u00a0Non \u00a0Non Windows Vista or subsequent; MacOS, Android, iOS, Windows Phone Owner PC Complet Liquidsky\u00a0 (in) No (closed on 012\/17\/2018) [ 35 ] Active Windows 7, Windows 8.1, Windows 10, macOS, Android, Linux SFR Gaming (formerly SFR Games) France only (SFR IPTV customers) Yes SFR decoder, Android (since Nov 2020, iOS (Safari since Dec 2020), Windows, MacOS Catalogue Video Games Pass (Orange TV) France only (SFR IPTV customers) Yes Orange decoder, windows, macOS Playkey Russia only Yes Windows Vista or subsequent, macOS PlayStation Now Yes Yes PlayStation Vita, PlayStation 3, PlayStation 4, PlayStation TV, BRAVIA TVs, Samsung Suhd TV, Samsung Smart TV, Windows 7, Windows 8.1, Windows 10 [ 36 ] GeForce Now Yes Yes Shield Portable, Shield Android TV, Shield Tablet, macOS, Windows GAIKAI \u00a0Non \u00a0Non Windows XP, Windows Vista, Windows 7, Windows 8 OnLive \u00a0Non \u00a0Non Windows XP, Windows Vista, Windows 7, Windows 8, Windows 8.1, macOS, Android, Onlive Microcessole Playcast Media Systems\u00a0 (in) \u00a0Non \u00a0Non Amazon Fire TV [ 37 ] , Samsung Smart TV [ 38 ] Blacknut Yes Yes Windows, MacOS, Linux, Android Mobile & TV TV (Samsung, Philipps, Android TV, Amazon Fire Stick) Blade Shadow [ 39 ] Yes [ 40 ] Yes Blade Shadow (case), Windows, MacOS, Android, iOS, Linux PC Complet Stadia \u00a0Non \u00a0Non Computers, smartphones, tablets, etc. via Google Chrome Cloud gaming Xbox Cloud Gaming Yes Yes Windows, Android,iOS,Samsung Smart TV,Xbox One,Xbox Series X\/S,Steam Deck Cloud gaming Among operators [ modifier | Modifier and code ] SFR offers (in partnership with the Wiztivi Gaming branch [ 41 ] from Wiztivi [ 42 ] ) since October 18, 2010 [ 43 ] A game service on demand in all of its box offers (ADSL and Fiber) at SFR and Red. This service offers the possibility of renting and buying games per unit, as well as subscribing to an unlimited unlimited pass with the first month offered which gives access to a large number of games. Orange has been offering a similar service with Orange TV since the end of 2012 a monthly subscription without binding with the first month offered [ 15 ] For the same type of service (also in partnership with Wiztivi Gaming). With these two operators, their on -demand game service allows you to play with a compatible game controller or that sold separately, the remote control of the decoder or a controller application on smartphone. It is also possible to play from a Windows PC, by connecting with a login \/ password. Bouygues Telecom presented its new Bbox Sensation that will offer games on demand via a service titled Bbox Games. This service offered a catalog of games under various rates of 4.99 to 12.99 \u20ac \u20ac per month. A controller was delivered to benefit from this service. THE November 20, 2015 , Bouygues stops marketing its cloud gaming service. Quality of service [ modifier | Modifier and code ] The quality of service is essential for games on demand because a good game experience first goes through good quality of service, in terms of bandwidth it varies depending on the service providers on demand Minimum required will be 5 Mbps at 15 Mbps but the recommendations vary between 20 Mbps and 25 Mbps [ 3 ] . In 2013, most of the population cannot benefit from a good quality of services because it is proportionally affected by the Latence or the Application Accommodation is very sensitive to it [ 7 ] . A game service service like Stadia requires a minimum 1.5 Mbits\/s download speed, but recommends a speed of 10MB\/s to have a resolution of 720p to 60 frames per second [ 6 ] . Other services like GeForce Now require a bandwidth up to 50 Mbits\/s and a response time less than 60 ms [ 44 ] . The qualities of service not only depend on the equipment or the network. The latter can also be measured by energy consumption which represents a major problem [ 11 ] . In 2016, the main articles looked at two types of data consumption and the network [ 45 ] . Experience quality [ modifier | Modifier and code ] The quality of experience is the experience perceived by the players [ 11 ] . To meet the need for good quality of experience on bandwidth and latency consumption, the on -demand games service requires being effective [ 44 ] And to dynamically adapt to the different conditions of the system and the network. In commercial solutions, the on -demand games are running on the server side and change video encoding by playing on image frequency, video flow. The resolution of a video flow changes depending on the flow and the number of active people connected simultaneously [ forty six ] . According to the different categories of games, the on -demand game services adopt different adaptation strategies [ 44 ] . The quality of experience makes it possible to better understand the problems related to the on -demand games service. In addition, maximizing the comfort of the user can make it possible to better design solutions [ forty six ] . Latency problems are strongly linked to the delay in the network [ 2 ] .To reduce latency and flow, several works have focused on the ability to predict rendering images or by optimizing video streaming by accelerating encoding [ 47 ] . There has been a lot of research on the impact of latency or the loss of packages compared to the quality perceived by the player, but less on the impact of the various video encoding configurations [ 44 ] . Players are starting to perceive delay on the various interactions from 100 ms, however 20 ms can be explained by the treatment of the various actions. There are 80 ms that is the latency threshold before affecting the player’s experience [ 7 ] . Video streaming can accumulate a delay of 500 ms to compensate for the network problem and other technical problems, however, for a game service on demand This delay must be much lower. Stadia which is a on -demand games service has only 16 ms to overcome the various problems in order to offer a fluid experience for an interactive game in real time [ 6 ] . In 2019 the games become more and more complex in terms of graphics, movement and detail what require a higher bandwidth in order to provide good gaming experience to users [ 3 ] . One of the issues of on -demand gaming service providers is to increase the player’s quality of experience while reducing the operating costs of the infrastructure [ 4 ] . Games can be categorized in two elements the point of view and the theme. We are talking about a point of view in the way the player observes the different scenes of the game There are several points of view such as the first, second, third person or omnipresent [ 11 ] . Themes designate a way of interacting with a game There are several styles of games such as first -person shooting game, role video game, real -time strategy game. Each style of games will not have the same resource need or the same expectations in the network which makes games more or less suitable for game on demand. The point of view and the theme of a game represent important parameters for good quality of experience [ 45 ] , [ 48 ] . The research community seeks to optimize each component of the game on demand in order to satisfy the issues. We find for example the servers of the game (infrastructure) on demand, the communications channels (network), a better allocation of resources (processor) as well as encoding and adaptive transmission [ 11 ] . Infrastructure [ modifier | Modifier and code ] A 2013 study claims that computer infrastructure in clouds (in English Cloud Computing) is unable to meet latency needs acceptable to the game on demand for many users, which limits the potential number of ‘User for this service [ 7 ] . The location of data centers must be as close as possible to limit latency, but for many has been chosen to reduce electrical and cooling costs [ 7 ] , [ 4 ] . Building more data centers for demanding game is expensive [ 7 ] . The solution to meet the needs for more users would be to increase the infrastructure with servers close to end users such as those found for network distribution. It is shown that by doing so, the coverage of a larger number of users increases around 28% significantly [ 7 ] with only a small number of servers [ 7 ] . Google uses for stadia 7,500 periphery nodes (in English Edge Nodes) used in Edge Computing for Stadia in order to be as close as possible to the end user [ 6 ] . For example, Google uses infrastructure and technology already in place of YouTube by developing them for the game on demand [ 6 ] . It also invests in private internet infrastructure to issue its services. It also has approximately 8.5% of underwater cables in the world, 16 data centers in America, Europe and Asia [ 49 ] . Network [ modifier | Modifier and code ] The game on demand uses the internet to support games in real time [ first ] . Network latency is an important point in the quality of service and experience, this is the time to send the player’s orders on the return of the video between the player and the cloud (Cloud). An important part of the network latency cannot be avoided because it is limited by the speed of the fiber [ 7 ] . There are systems that adapt to network capacity by playing on parameters such as the details of the game [ twelfth ] . In terms of Internet protocols many can be used as basic protocols, for example the transmission control protocol (TCP), they are used to transmit data between connected to the Internet. For Stadia one of the protocols used is webrtc which is an open-source project supported by Google, Mozzila and Opera, it allows the developer to do video and audio communication in the Internet browser [ 6 ] . Stadia also uses anyone (Quick UDP Internet Connections) which is a protocol that reduces connection time as well as latency [ 6 ] . Another improvement track would be congestion control. For example an algorithm called BBR (Bottleck Bandwidth and Round Trip Time propagation) used by Google allows you to measure Internet traffic and thus be able to regulate the amount of data transmitted on the network at any time [ 49 ] . Multiplayer demand games [ modifier | Modifier and code ] The game on demand in multiplayer also called in English “multiplayer Cloud Gaming” (MCG) is a new form of online multiplayer playing on the game on demand [ 5 ] .This implementation is a natural fusion of multiplayer online game and game on demand [ 5 ] . Currently many systems of this kind are being set up [ 50 ] , [ 5 ] . On the principle, the game server is the same as traditionally in multiplayer online games, it is responsible for the consistency of the state of the game between players. The matchmaking server assigns the players to a data center that will act as for the game on demand and fulfill the same features. VM or graphics rendering server will act as the customer for the game server [ 50 ] . To summarize the player will interact as for the game in demand with the server in the clouds and this server will naturally interact as a machine for online games with the online gaming server. The game on demand in multiplayer requires a strong quality of experience in terms of equity reactivity [ 50 ] , [ 5 ] . Reactivity is evaluated by latency and equity by the difference in latency between players [ 50 ] . Graphics \/ processor processor [ modifier | Modifier and code ] The graphic processor has a key role in video rendering, mainly on the acceleration of graphics processing for games. They are more suitable for graphic work, especially with their hundreds of hearts, unlike processors that have only a handful of hearts [ twelfth ] . The graphics processor is more attractive than the processor for the performance games in question in question performance [ 13 ] But one of the disadvantages of the graphic processor is mainly its presence on the remote servers, few servers are equipped with graphics processor [ 51 ] . To guarantee a high quality experience at the customer, an expensive graphics \/ processor fusion architecture must be used, the energy of which still adds to the operating cost [ 52 ] . The workloads of the games are very dynamic, which leads to a load imbalance between physical machines [ 13 ] , [ 51 ] . There are also interaction delays caused by treatment on the server side which influences the way the processes share the resources, which makes it complicated to find an optimal partitioning policy that minimizes the response time [ 2 ] . Virtualization can have several advantages. One of them is to deploy game services on demand in virtual machines to obtain performance insulation and rapid deployment of services [ 51 ] . Virtualization technology has evolved a lot [ 4 ] . In 2014 during an in -depth study to quantify the performance gap between native equipment (without virtualization) and the graphic processor (with virtualization) we see that the native equipment significantly surpasses virtualized graphic processors. The sharing of a graphic processor between several virtual playing machines in interconnected computers will cause a low frequency of images [ 53 ] . A way to gain in performance with virtualization is to use media intercommunication which is implemented in the latest graphic processors. This allows effective graphical processor between several virtual machines and thus the shared graphic processors offer several advantages, they can surpass dedicated graphic processors and are rather proportional to the number of virtual machines. Therefore, modern graphic processors can be shared by virtual machines performing gourmet computer games [ 54 ] . Streaming \/ encoding [ modifier | Modifier and code ] For streaming there are two basic approaches to implement a game service on demand [ 55 ] : Video streaming Graphic streaming. There are evolving interactive rendering systems operating on clusters like Wiregl. Customers can simultaneously submit graphics commands to graphic servers, which make a single output image jointly [ 56 ] . The H.264 standard is adopted for encoding and video decoding, and the library Simple DirectMedia Layer (SDL) is used to manage entries like Liverender which is a technique called compressed graphic streaming. Liverender uses a real -time video coding method assisted by 3D image deformation that can use graphic rendering contexts to improve video encoding performance in demand game services [ 57 ] . Compared to the raw graphic streaming approach, Liverender considerably reduces network transmission by compressing graphic data and hiding the data on the server and the customer. Liverender reduces bandwidth consumption, response time, as well as server simultaneity compared to raw graphic streaming [ 58 ] . In the field of research The first paper that introduces the game on demand is written in 2009, ie nine years after the G-Cluster demonstration at E3 [ 59 ] . Meanwhile the concept is relatively known in the industry when organizations always hesitate to adopt the game on demand due to a clear business and reference model of success [ 60 ] . In 2005 the Crytek studio launched a research project on a cloud gaming system for Crysis but quickly abandoned in 2007 for feasibility questions [ sixty one ] . The June 17, 2010 , Onlive officially launches its cloud gaming service in the United States on PC and Mac as well as with a micro-consol [ 62 ] . In 2015, Sony bought Onlive and its patents and closed the service to create the PlayStation Now in 2014 [ 63 ] . After the launch of Onlive, the corporate model for the game on demand becomes a main subject in the research community [ 60 ] . The October 18, 2010 , SFR launches SFR Games thanks to G-Cluster technology on its TV decoders. The service thus becomes the very first large -scale cloud gaming service and still active to date [ 43 ] . In February 2011 , Gaikai is launched with a few games. Sony also bought the solution for 380 millions Dollars to create the PlayStation Now in 2014. At the end of 2012, Orange launched its Family Games Pass Service on Orange TV thanks to G-Cluster technology. In October 2015 , Nvidia lance GeForce Now. In 2017, The Blade Sas Group launches Shadow, a cloud computing service, in France [ 39 ] . The November 19, 2019 , Google launches Stadia its cloud gaming service in 14 countries including France. 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