Online Gaming Infrastructure Trends 08.12.12
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Transcript of Online Gaming Infrastructure Trends 08.12.12
#gamingINAP
Today’s Agenda
2
Panel introductions
Background
Infrastructure trends
Gaming in the cloud
Mobile/tablet impacts
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02
03
04
05
#gamingINAP
Today’s speakers
Drew McBathInternapSenior Director,
Product & Strategic Marketing
Monty SharmaMassDigiManaging Director
Pete MastinInternapVice President, IP &
Content Delivery Services
Kelvin MokGravity InteractiveIT Manager & Systems
Admin
Moderator3 #gamingINAP
#gamingINAP
3,700+ Customers 500+ Employees LTM Revenue: $252M
Providing your applications
the right infrastructure and
best performance.
NASDAQ: INAP
4 #gamingINAP
#gamingINAP
Online gaming market overview
$11,000
$14,300
$9,000
2011 2012e 2013e 2014e
Casual/Social
Games 18%3-Yr. CAGR
MMO
Games 13%3-Yr. CAGR
Mobile
Games 16%3-Yr. CAGR
($’s in millions except as noted)
$34BTotal est. market size in 2014:
Source: Business Insights (The Video Gaming Industry Outlook 2011)5
#gamingINAP
Online gaming stack
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Gamer Interaction (Location, Gameplay)
Game Engine/Code (Unity, Unreal Engine, C++, Java, Flash)
Databases/Texture Files/Game Logic (MySQL, NoSQL)
Network (IP, TCP Acceleration, CDN, xconnect)
Virtual I/S (IaaS, Pvt. Cloud)
Monetization/Analytics (Micro transactions, Subscription, Demographics)
Physical I/S (Colo, MH, DH)
MMO, Casual, Social, Turn-based, Real-time, etc.
Game types: Distribution: Console, PC/Desktop, Mobile, Tablet
Platform: Steam, iTunes, Google Play, Retail, Self
Primary focus for
today
Additional Considerations
#gamingINAP
Different game architectures demand
diverse infrastructure platforms
Dedicated Hosting
MMORPGRagnarok
Online
Casual GameOnline Poker
Social GameBackyard Monsters
Mobile Game
Angry Birds
MMORTSLeague of Legends
Public Cloud/IaaS
MMOTPSRose Online
MOFPSHalo MMOTPS
Global Agenda
Custom Hosting or
Colocation
Private Cloud
MOFPSBattlefield 3
Social GameBuffalo Bingo
High persistence, server clusters one world
Ephemeral, single server one+ map/world
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Requirements can change over
time and differ by game function
Dedicated Hosting
Public Cloud/IaaS
MOFPS
MMOTPSLeader boards and
database loads
Custom Hosting or
Colocation
Private Cloud
MOFPS
2nd Release
Social Game Social GameDedicated Infra
1st Release
MMOTPSMatch play
MMOTPSRaids/
Tournaments Game launch
Hybrid multi-tiered game app
Game infrastructure evolves over time
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#gamingINAP
Shorter deadline to complete action
De
gre
e o
f P
recis
ion
Re
qu
ire
d
> 100 ms > 500 ms >1,000 ms
Low
Medium
High FPS
Life
Simulation
Sports
RPG
Network latency remains a big deal
Sources:
*“Latency and Player Actions in Online Games,” Communications of the ACM, November 2006/Vol. 49, No. 11, Mark Claypool and Kajal Claypool
“Latency Can Kill: Precision and Deadline in Online Games,” MMSysACM (2010), p. 215-222.
Halo
Madden
NFL
Mass
Effect
RTS
Age of
Empires
Multi-player
Turn Based
Strategy
Civilization
RacingGran
Turismo
Sims
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Network events arise daily to specific geographies
Case in point: Los Angeles to
Pasadena, CA on 8/10/2012
Source: http://www.internap.com/business-internet-connectivity-services/route-performance-monitor-rpm/12 #gamingINAP
#gamingINAP
Cloud gaming discussion points
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Online gaming and IaaSElasticity/agility
Performance considerations
Cost/economics
Simple turn up, turn down
Hybrid options
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Mobile gaming discussion points
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Latency considerations
Distribution mediums
Offloading info to servers
Monetization & analytics
Tablet and smart
phone gaming
#gamingINAP
Internap combines platform flexibility
with high performanceA portfolio of services built to match your specific application
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Other resources
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eBookIndustry Handbook
http://www.internap.com/wp-content/uploads/Online-
Gaming-Solution-Sheet.pdf
Solution SheetHigh level architecture diagram
http://web.cs.wpi.edu/~claypool/papers/precision-
deadline-mmsys/
Latency PaperLatency can kill: precision and
deadline in online games:
MMSys ACM (2010).
http://www.internap.com/business-internet-
connectivity-services/route-performance-monitor-
rpm/
RPM ToolRoute Performance Monitoring
Tool