{"id":32292,"date":"2019-10-31T21:46:11","date_gmt":"2019-10-31T18:46:11","guid":{"rendered":"https:\/\/prohoster.info\/blog\/kak-ustroena-oblachnaya-igrovaya-platforma-dlya-b2b-i-b2c-klientov-resheniya-dlya-otlichnoj-kartinki-i-borby-s-poslednej-milej\/"},"modified":"2019-10-31T21:46:11","modified_gmt":"2019-10-31T18:46:11","slug":"kak-ustroena-oblachnaya-igrovaya-platforma-dlya-b2b-i-b2c-klientov-resheniya-dlya-otlichnoj-kartinki-i-borby-s-poslednej-milej","status":"publish","type":"post","link":"https:\/\/prohoster.info\/ro\/blog\/administrirovanie\/kak-ustroena-oblachnaya-igrovaya-platforma-dlya-b2b-i-b2c-klientov-resheniya-dlya-otlichnoj-kartinki-i-borby-s-poslednej-milej","title":{"rendered":"Cum este organizat\u0103 o platform\u0103 de jocuri \u00een cloud pentru clien\u021bi B2B \u0219i B2C. Solu\u021bii pentru o imagine excelent\u0103 \u0219i pentru a combate ultima mil\u0103","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Gaming \u00een cloud <noindex><a rel=\"nofollow\" href=\"https:\/\/gizmodo.com\/new-technology-changes-were-excited-about-for-2019-1831152733\">numit\u0103<\/a><\/noindex> una dintre tehnologiile principale de urm\u0103rit chiar acum. \u00cen 6 ani, acest sector ar trebui s\u0103 creasc\u0103 de zece ori \u2014 de la 45 de milioane de dolari \u00een 2018 la 450 de milioane de dolari \u00een 2024. Giganti tehnologici s-au aruncat deja \u00een aceast\u0103 ni\u0219\u0103: Google \u0219i Nvidia au lansat versiuni beta ale serviciilor lor de gaming \u00een cloud, iar Microsoft, EA, Ubisoft, Amazon \u0219i Verizon sunt gata s\u0103 intre \u00een scen\u0103. <\/p>\n<p>Pentru gamerii \u00eenseamn\u0103 c\u0103 \u00een cur\u00e2nd vor putea renun\u021ba complet la cheltuielile pentru actualizarea hardware-ului \u0219i vor putea rula jocuri potente pe calculatoare slabe. Dar este aceasta o oportunitate \u0219i pentru ceilal\u021bi participan\u021bi din ecosistem? V\u0103 explic\u0103m de ce gamingul \u00een cloud le va spori veniturile \u0219i cum am dezvoltat tehnologia care faciliteaz\u0103 accesul pe o pia\u021b\u0103 promi\u021b\u0103toare.<\/p>\n<p><img decoding=\"async\" alt=\"Cum este organizat\u0103 o platform\u0103 de jocuri \u00een cloud pentru clien\u021bi B2B \u0219i B2C. Solu\u021bii pentru o imagine excelent\u0103 \u0219i pentru a combate ultima mil\u0103\" src=\"\/wp-content\/uploads\/2019\/04\/18f3bd69b36108a718a69f23b6bb856e.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><\/p>\n<h1>Editorii, dezvoltatorii, produc\u0103torii de televizoare \u0219i operatorii de telecomunica\u021bii: de ce le pas\u0103 tuturor de gamingul \u00een cloud<\/h1>\n<p>\nEditori \u0219i dezvoltatori de jocuri sunt interesa\u021bi s\u0103 \u00ee\u0219i livreze produsele c\u00e2t mai repede \u0219i la c\u00e2t mai mul\u021bi juc\u0103tori. \u00cen prezent, conform datelor noastre, 70% dintre poten\u021bialii clien\u021bi nu ajung la joc \u2014 nu a\u0219teapt\u0103 s\u0103 se \u00eencarce clientul \u0219i fi\u0219ierul de instalare de zeci de giga. \u00cen plus, 60% dintre utilizatori, <noindex><a rel=\"nofollow\" href=\"https:\/\/store.steampowered.com\/hwsurvey\/videocard\/\">din cauza pl\u0103cilor lor video<\/a><\/noindex>, \u00een principiu, nu pot rula jocuri puternice (de nivel AAA) pe computerele lor \u00een condi\u021bii acceptabile. Gamingul \u00een cloud poate rezolva aceast\u0103 problem\u0103 \u2014 nu doar c\u0103 nu va sc\u0103dea veniturile editorilor \u0219i dezvoltatorilor, dar \u00eei va ajuta s\u0103 \u00ee\u0219i creasc\u0103 publicul pl\u0103titor.<\/p>\n<p>Acum, c\u0103tre gamingul \u00een cloud se orienteaz\u0103 \u0219i produc\u0103torii de televizoare \u0219i boxe TV. \u00cen epoca caselor inteligente \u0219i a asisten\u021bilor vocali, trebuie s\u0103 concureze din ce \u00een ce mai mult pentru aten\u021bia utilizatorilor, iar func\u021bionalitatea de gaming este principalul mod de a atrage aceast\u0103 aten\u021bie. Cu gamingul \u00een cloud integrat, clien\u021bii pot rula jocuri moderne direct pe televizor, pl\u0103tind pentru serviciul oferit de produc\u0103tor.<\/p>\n<p><img decoding=\"async\" alt=\"Cum este organizat\u0103 o platform\u0103 de jocuri \u00een cloud pentru clien\u021bi B2B \u0219i B2C. Solu\u021bii pentru o imagine excelent\u0103 \u0219i pentru a combate ultima mil\u0103\" src=\"\/wp-content\/uploads\/2019\/04\/476a542c34d8d97ff24cf4752e2143ca.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nUn alt participant poten\u021bial activ \u00een ecosistem este operatorul de telecomunica\u021bii. Modul lor de a cre\u0219te veniturile este prin oferirea de servicii suplimentare. Gamingul este exact unul dintre aceste servicii pe care operatorii le implementeaz\u0103 deja activ. Rostelecom a lansat tarifatul \u201eGaming\u201d, Akado vinde acces la serviciul nostru Playkey. Este vorba nu doar de operatorii de internet broadband. Operatorii de telefonie mobil\u0103, odat\u0103 cu r\u0103sp\u00e2ndirea activ\u0103 a 5G, vor putea de asemenea s\u0103 transforme gamingul \u00een cloud \u00eentr-o surs\u0103 suplimentar\u0103 de venit. <\/p>\n<p>\u00cen ciuda perspectivelor optimiste, intrarea pe pia\u021b\u0103 nu este at\u00e2t de simpl\u0103. Toate serviciile existente, inclusiv produsele gigantilor tehnologici, nu au reu\u0219it \u00eenc\u0103 s\u0103 dep\u0103\u0219easc\u0103 problema \u201eultimei mile\u201d. Aceasta \u00eenseamn\u0103 c\u0103, din cauza imperfec\u021biunilor re\u021belei \u00een interiorul casei sau apartamentului, viteza internetului utilizatorului nu este suficient\u0103 pentru a sus\u021bine corect func\u021bionarea gamingului \u00een cloud.<\/p>\n<p><img decoding=\"async\" alt=\"Cum este organizat\u0103 o platform\u0103 de jocuri \u00een cloud pentru clien\u021bi B2B \u0219i B2C. Solu\u021bii pentru o imagine excelent\u0103 \u0219i pentru a combate ultima mil\u0103\" src=\"\/wp-content\/uploads\/2019\/04\/e124ae7778cc9b3754a51cb1f23c1525.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Uita\u021bi-v\u0103 cum sl\u0103be\u0219te semnalul WiFi pe m\u0103sur\u0103 ce se r\u0103sp\u00e2nde\u0219te de la router \u00een apartament<\/i><\/p>\n<p>Juc\u0103torii care sunt pe pia\u021b\u0103 de mult timp \u0219i dispun de resurse puternice avanseaz\u0103 treptat spre solu\u021bionarea acestei probleme. Totu\u0219i, lansarea propriilor jocuri \u00een cloud de la zero \u00een 2019 \u00eenseamn\u0103 a cheltui mul\u021bi bani, timp \u0219i, poate, s\u0103 nu creezi niciodat\u0103 o solu\u021bie eficient\u0103. Pentru a ajuta to\u021bi participan\u021bii la ecosistem s\u0103 creasc\u0103 pe o pia\u021b\u0103 \u00een plin\u0103 expansiune, am dezvoltat o tehnologie care permite lansarea rapid\u0103 \u0219i f\u0103r\u0103 costuri mari a propriului serviciu de jocuri \u00een cloud.<\/p>\n<h2>Cum am dezvoltat tehnologia care va facilita lansarea propriului serviciu de jocuri \u00een cloud<\/h2>\n<p>\nTehnologia noastr\u0103 de gaming \u00een cloud a \u00eenceput s\u0103 fie dezvoltat\u0103 \u00een 2012. Lansarea comercial\u0103 a avut loc \u00een 2014, iar p\u00e2n\u0103 \u00een 2016, serviciul a fost utilizat de cel pu\u021bin 2,5 milioane de juc\u0103tori. Pe parcursul \u00eentregului proces de dezvoltare, am observat un interes nu doar din partea gamerilor, ci \u0219i din partea produc\u0103torilor de set-top box-uri \u0219i operatorilor de telecomunica\u021bii. Cu NetByNet \u0219i \u201eEr-Telecom\u201d am lansat chiar c\u00e2teva proiecte pilot. \u00cen 2018, am decis c\u0103 produsul nostru are un viitor B2B posibil. <\/p>\n<p>Dezvoltarea unei solu\u021bii personalizate de integrare a jocurilor cloud pentru fiecare companie este problematic\u0103, a\u0219a cum am experimentat \u00een proiectele pilot. Fiecare implementare astfel a durat \u00eentre trei luni \u0219i jum\u0103tate de an. De ce? Fiecare companie are echipamente \u0219i sisteme de operare diferite: pentru unii, jocurile cloud sunt necesare pe o consol\u0103 Android, iar pentru al\u021bii \u2014 ca un iFrame \u00een interfa\u021ba web a contului pentru streaming pe computere. \u00cen plus, fiecare are un design diferit, facturare (o lume aparte!) \u0219i alte particularit\u0103\u021bi. A devenit clar c\u0103 fie trebuie s\u0103 m\u0103rim echipa de dezvoltare de zece ori, fie s\u0103 cre\u0103m o solu\u021bie B2B c\u00e2t mai universal\u0103 \u0219i standardizat\u0103. <\/p>\n<p>\u00cen martie 2019 am lansat <noindex><a rel=\"nofollow\" href=\"http:\/\/remoteclick.net\/ru\">Remote Click<\/a><\/noindex>. Aceasta este o aplica\u021bie software pe care companiile o pot instala pe serverele lor pentru a ob\u021bine un serviciu de jocuri cloud func\u021bional. Cum va ar\u0103ta asta pentru utilizator? Acesta va vedea pe site-ul obi\u0219nuit un buton care \u00eei permite s\u0103 porneasc\u0103 jocul \u00een cloud. La ap\u0103sarea butonului, jocul se va lansa pe serverul companiei, iar utilizatorul va putea vedea un stream \u0219i s\u0103 joace de la distan\u021b\u0103. A\u0219a ar putea ar\u0103ta \u00een cele mai populare servicii de distribu\u021bie digital\u0103 a jocurilor.<\/p>\n<p><img decoding=\"async\" alt=\"Cum este organizat\u0103 o platform\u0103 de jocuri \u00een cloud pentru clien\u021bi B2B \u0219i B2C. Solu\u021bii pentru o imagine excelent\u0103 \u0219i pentru a combate ultima mil\u0103\" src=\"\/wp-content\/uploads\/2019\/04\/acbb9a9119e7f06d26f1144ad3438f14.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<img decoding=\"async\" alt=\"Cum este organizat\u0103 o platform\u0103 de jocuri \u00een cloud pentru clien\u021bi B2B \u0219i B2C. Solu\u021bii pentru o imagine excelent\u0103 \u0219i pentru a combate ultima mil\u0103\" src=\"\/wp-content\/uploads\/2019\/04\/95f7d170cac809c8583c27fc9bb04f6f.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h1>O lupt\u0103 activ\u0103 pentru calitate. \u0218i una pasiv\u0103 de asemenea.<\/h1>\n<p>\nCum reu\u0219e\u0219te Remote Click s\u0103 dep\u0103\u0219easc\u0103 numeroasele bariere tehnice, vom detalia acum. Jocurile cloud de prima genera\u021bie (de exemplu, OnLive) au fost afectate de calitatea slab\u0103 a internetului utilizatorilor. Atunci, \u00een 2010, viteza medie a conexiunii la internet \u00een SUA <noindex><a rel=\"nofollow\" href=\"https:\/\/resources.newzoo.com\/hubfs\/Newzoo_Cloud_Gaming_Report.pdf\">era<\/a><\/noindex> doar 4,7 Mbps. P\u00e2n\u0103 \u00een 2017, a crescut la 18,7 Mbps, iar cur\u00e2nd va ap\u0103rea 5G peste tot, marc\u00e2nd \u00eenceputul unei noi ere. Cu toate acestea, de\u0219i infrastructura este \u00een general preg\u0103tit\u0103 pentru jocurile cloud, r\u0103m\u00e2ne problema deja men\u021bionat\u0103 a \u201eultimei mile\u201d. <\/p>\n<p>O latur\u0103 a acesteia, pe care o numim obiectiv\u0103: utilizatorul are cu adev\u0103rat probleme cu re\u021beaua. De exemplu, operatorul nu ofer\u0103 viteza maxim\u0103 promis\u0103. Sau se folose\u0219te WiFi de 2,4 GHz, interferat de microunde \u0219i de mouse-ul wireless.<\/p>\n<p>Cealalt\u0103 parte, pe care o numim subiectiv\u0103: utilizatorul nici m\u0103car nu b\u0103nuie\u0219te c\u0103 are probleme cu re\u021beaua (nu \u0219tie ce nu \u0219tie)! \u00cen cel mai bun caz, este sigur c\u0103, din moment ce operatorul \u00eei vinde un tarif de 100 Mbit\/s, are internet de 100 Mbit\/s. \u00cen cel mai r\u0103u caz \u2014 nu are idee ce este un router \u0219i \u00ee\u0219i \u00eemparte internetul \u00een albastru \u0219i colorat. O situa\u021bie real\u0103 din caseva. <\/p>\n<p><img decoding=\"async\" alt=\"Cum este organizat\u0103 o platform\u0103 de jocuri \u00een cloud pentru clien\u021bi B2B \u0219i B2C. Solu\u021bii pentru o imagine excelent\u0103 \u0219i pentru a combate ultima mil\u0103\" src=\"\/wp-content\/uploads\/2019\/04\/da743f658d29fcc20f36825218eb9c71.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Internet albastru \u0219i colorat.<\/i><\/p>\n<p>Dar ambele p\u0103r\u021bi ale problemei \u201eultimei mile\u201d sunt solu\u021bionabile. La Remote Click folosim mecanisme active \u0219i pasive pentru asta. Mai jos \u2014 o poveste detaliat\u0103 despre cum fac fa\u021b\u0103 obstacolelor.<\/p>\n<h3>Mecanisme active<\/h3>\n<p>\n<b>1. Codificarea eficient\u0103 a datelor transmise, cunoscut\u0103 \u0219i sub numele de redundan\u021b\u0103 (FEC \u2014 Forward Error Correction) <br \/>\n<\/b><br \/>\n\u00cen timpul transmiterii datelor video de la server la client, se utilizeaz\u0103 codificarea rezistent\u0103 la erori. Cu ajutorul acesteia, restaur\u0103m datele originale \u00een cazul pierderii partiale din cauza problemelor din re\u021bea. Ce face solu\u021bia noastr\u0103 eficient\u0103? <\/p>\n<ol>\n<li><b>Viteza. <\/b>Codarea \u0219i decodarea se realizeaz\u0103 foarte rapid. Chiar \u0219i pe computere \u201eslabe\u201d, opera\u021bia dureaz\u0103 nu mai mult de 1 ms pentru 0,5 MB de date. Astfel, codarea \u0219i decodarea nu adaug\u0103 aproape deloc laten\u021b\u0103 \u00een timpul jocului \u00een cloud. Importan\u021ba acestui lucru este greu de supraestimat. \n<\/li>\n<\/ol>\n<p><\/p>\n<ol>\n<li><b>Potencialul maxim de recuperare a datelor.<\/b> Mai exact, raportul dintre volumul de date redundante \u0219i ce ar putea fi teoretic recuperat. \u00cen cazul nostru, raportul = 1. S\u0103 presupunem c\u0103 trebuie s\u0103 transmitem 1 MB de video. Dac\u0103, \u00een timpul cod\u0103rii, ad\u0103ug\u0103m 300 KB de date suplimentare (acest lucru se nume\u0219te redundan\u021b\u0103), atunci \u00een procesul de decodare pentru a recupera 1 megabyte original, ne va fi necesar doar orice 1 MB din totalul de 1,3 MB trimis de server. Cu alte cuvinte, putem pierde 300 KB \u0219i totu\u0219i recupera datele originale. Dup\u0103 cum se poate observa, 300 \/ 300 = 1. Aceasta este eficien\u021ba maxim\u0103 posibil\u0103.\n<\/li>\n<li><b>Flexibilitate \u00een ajustarea volumului suplimentar de date \u00een timpul cod\u0103rii. <\/b>Putem personaliza un nivel separat de redundan\u021b\u0103 pentru fiecare cadru video care trebuie transmis prin re\u021bea. De exemplu, observ\u00e2nd probleme \u00een re\u021bea, putem cre\u0219te sau reduce nivelul de redundan\u021b\u0103. \u00a0\n<\/li>\n<\/ol>\n<p><center><div class=\"youtube-placeholder\" data-id=\"GX6xkXybj6Y\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/GX6xkXybj6Y\/hqdefault.jpg\" alt=\"Reda\u021bi video\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div><\/center> <br \/>\n<i>Juc\u0103m prin Playkey \u00een Doom pe un Core i3, 4 GB RAM, MSI GeForce GTX 750.<\/i><\/p>\n<p><b>2. Trasmiterea suplimentar\u0103 a datelor<br \/>\n<\/b><br \/>\nO metod\u0103 alternativ\u0103 de a combate pierderile este solicitarea datelor din nou. De exemplu, dac\u0103 serverul \u0219i utilizatorul se afl\u0103 \u00een Moscova, \u00eent\u00e2rzierea \u00een transmitere nu va dep\u0103\u0219i 5 ms. La aceast\u0103 valoare, aplica\u021bia client va reu\u0219i s\u0103 solicite \u0219i s\u0103 primeasc\u0103 de la server partea de date pierdut\u0103 f\u0103r\u0103 ca utilizatorul s\u0103 observe. Sistemul nostru decide singur c\u00e2nd s\u0103 aplice redundan\u021ba \u0219i c\u00e2nd s\u0103 recupereze datele. <\/p>\n<p><b>3. Configurarea individual\u0103 a transmiterii datelor <br \/>\n<\/b><br \/>\nPentru a alege cea mai bun\u0103 metod\u0103 de combatere a pierderilor, algoritmul nostru analizeaz\u0103 conexiunea de re\u021bea a utilizatorului \u0219i configureaz\u0103 sistemul de transmitere a datelor \u00een mod individual pentru fiecare caz. <\/p>\n<p>Acesta examineaz\u0103:<\/p>\n<ul>\n<li>tipul de conexiune (Ethernet, WiFi, 3G etc.);<\/li>\n<li>frecven\u021ba folosit\u0103 de WiFi - 2,4 GHz sau 5 GHz;\n<\/li>\n<li>semnalul WiFi.\n<\/li>\n<\/ul>\n<p>\nDac\u0103 clasific\u0103m conexiunile dup\u0103 pierderi \u0219i \u00eent\u00e2rziere, cel mai fiabil este, desigur, cablul. Prin Ethernet, pierderile sunt rare, iar \u00eent\u00e2rzierile pe \"ultimul kilometru\" sunt extrem de improbabile. Apoi urmeaz\u0103 WiFi 5 GHz \u0219i abia dup\u0103 aceea WiFi 2,4 GHz. Conexiunile mobile sunt de-a dreptul slabe, a\u0219tept\u0103m 5G.<\/p>\n<p><img decoding=\"async\" alt=\"Cum este organizat\u0103 o platform\u0103 de jocuri \u00een cloud pentru clien\u021bi B2B \u0219i B2C. Solu\u021bii pentru o imagine excelent\u0103 \u0219i pentru a combate ultima mil\u0103\" src=\"\/wp-content\/uploads\/2019\/04\/4c1eb39a8222c30d635009d0b10f69e5.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nC\u00e2nd se utilizeaz\u0103 WiFi, sistemul configureaz\u0103 automat adaptorul utilizatorului, trec\u00e2ndu-l \u00een modul cel mai potrivit pentru utilizarea \u00een cloud (de exemplu, dezactivarea economisirii de energie).<\/p>\n<p><b>4. Configurarea individual\u0103 a cod\u0103rii<br \/>\n<\/b><br \/>\nStreamingul video exist\u0103 datorit\u0103 codec-urilor - programe de comprimare \u0219i restaurare a datelor video. \u00cen form\u0103 necomprimat\u0103, o secund\u0103 de video dep\u0103\u0219e\u0219te u\u0219or o sut\u0103 de megabytes, iar un codec reduce aceast\u0103 valoare cu un ordin de m\u0103rime. Noi folosim codec-urile H264 \u0219i H265. <\/p>\n<p>H264 este cel mai popular. To\u021bi principalii produc\u0103tori de pl\u0103ci video au sus\u021binut hardware-ul s\u0103u timp de un deceniu. H265 este un mo\u0219tenitor t\u00e2n\u0103r, \u00eendr\u0103zne\u021b. Suportul hardware pentru acesta a \u00eenceput acum cinci ani. Codarea \u0219i decodarea \u00een H265 necesit\u0103 mai multe resurse, dar calitatea imaginii comprimate este semnificativ mai bun\u0103 dec\u00e2t \u00een H264. \u0218i f\u0103r\u0103 cre\u0219terea dimensiunii! <\/p>\n<p><img decoding=\"async\" alt=\"Cum este organizat\u0103 o platform\u0103 de jocuri \u00een cloud pentru clien\u021bi B2B \u0219i B2C. Solu\u021bii pentru o imagine excelent\u0103 \u0219i pentru a combate ultima mil\u0103\" src=\"\/wp-content\/uploads\/2019\/04\/be559cad6af54c05b345625b49edb692.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nCe codec s\u0103 alegem \u0219i ce parametri de codare s\u0103 stabilim pentru un utilizator specific, \u00een func\u021bie de \u201ehardware\u201d-ul s\u0103u? O sarcin\u0103 complicat\u0103, care este rezolvat\u0103 automat de noi. Sistemul inteligent analizeaz\u0103 capacit\u0103\u021bile echipamentului, stabile\u0219te parametrii optimi pentru codificator \u0219i alege decodorul de partea clientului.<\/p>\n<p><b>5. Compensarea pierderilor<br \/>\n<\/b><br \/>\nNu am vrut s\u0103 recunoa\u0219tem, dar nici noi nu suntem impecabili. Unele date, pierdute \u00een ad\u00e2ncurile re\u021belei, nu pot fi recuperate \u0219i nu avem timp s\u0103 le trimitem din nou. Dar, chiar \u0219i \u00een acest caz, exist\u0103 o solu\u021bie. <\/p>\n<p>De exemplu, ajustarea ratei de bi\u021bi. Algoritmul nostru controleaz\u0103 constant volumul de date transmise de la server c\u0103tre client. Acesta \u00eenregistreaz\u0103 fiecare lips\u0103 \u0219i chiar prezice posibile pierderi viitoare. Sarcina sa este de a observa la timp, iar ideal ar fi s\u0103 prezic\u0103, c\u00e2nd pierderile vor atinge o valoare critic\u0103 \u0219i vor \u00eencepe s\u0103 creeze perturb\u0103ri vizibile utilizatorului pe ecran. \u0218i s\u0103 corecteze \u00een acel moment volumul de date transmise (rata de bi\u021bi). <\/p>\n<p><img decoding=\"async\" alt=\"Cum este organizat\u0103 o platform\u0103 de jocuri \u00een cloud pentru clien\u021bi B2B \u0219i B2C. Solu\u021bii pentru o imagine excelent\u0103 \u0219i pentru a combate ultima mil\u0103\" src=\"\/wp-content\/uploads\/2019\/04\/81ab78f8bd962a52596e87db8de990c3.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nDe asemenea, folosim invalidarea cadrelor neassemble \u0219i mecanismul cadrelor de referin\u021b\u0103 \u00een fluxul video. Ambele instrumente reduc num\u0103rul de artefacte vizibile. Asta \u00eenseamn\u0103 c\u0103, chiar \u0219i \u00een cazul unor \u00eenc\u0103lc\u0103ri grave \u00een transmisia de date, imaginea de pe ecran r\u0103m\u00e2ne acceptabil\u0103, iar jocul \u2014 jucabil. <\/p>\n<p><b>6. Trimiterea distribuit\u0103<br \/>\n<\/b><br \/>\nTrimiterea distribuit\u0103 \u00een timp \u00eembun\u0103t\u0103\u021be\u0219te \u0219i calitatea streaming-ului. Cum exact trebuie s\u0103 se fac\u0103 distribu\u021bia depinde de indicatorii specifici ai re\u021belei, cum ar fi pierderile, ping-ul \u0219i al\u021bi factori. Algoritmul nostru \u00eei analizeaz\u0103 \u0219i alege varianta optim\u0103. Uneori, distribu\u021bia pe o perioad\u0103 de c\u00e2teva milisecunde reduce pierderile de c\u00e2teva ori.<\/p>\n<p><b>7. Reducerea \u00eent\u00e2rzierei<br \/>\n<\/b><br \/>\nUna dintre caracteristicile cheie atunci c\u00e2nd joci \u00een cloud este \u00eent\u00e2rzierea. Cu c\u00e2t este mai mic\u0103, cu at\u00e2t este mai confortabil s\u0103 joci. \u00cent\u00e2rzierea poate fi \u00eemp\u0103r\u021bit\u0103 \u00een dou\u0103 p\u0103r\u021bi:<\/p>\n<ul>\n<li>\u00eent\u00e2rzierea re\u021belei sau \u00eent\u00e2rzierea \u00een transmiterea datelor;\n<\/li>\n<\/ul>\n<p><\/p>\n<ul>\n<li>\u00eent\u00e2rzierea sistemului (eliberarea controlului pe partea clientului, captarea imaginii pe server, codificarea imaginii, mecanismele men\u021bionate mai sus de adaptare a datelor pentru trimitere, colectarea datelor pe client, decodarea imaginii \u0219i redarea acesteia).\n<\/li>\n<\/ul>\n<p>\n\u00cent\u00e2rzierea re\u021belei depinde de infrastructur\u0103 \u0219i este problematic s\u0103 lup\u021bi cu ea. Dac\u0103 cablul a fost m\u00e2ncat de \u0219oareci, dansurile cu tob\u0103 nu vor ajuta. \u00cens\u0103 \u00eent\u00e2rzierea sistemului poate fi redus\u0103 semnificativ, iar calitatea jocului \u00een cloud pentru juc\u0103tor se va schimba radical. Pe l\u00e2ng\u0103 codificarea rezistent\u0103 la erori deja men\u021bionat\u0103 \u0219i set\u0103rile personalizate, folosim \u0219i alte dou\u0103 mecanisme. <\/p>\n<ol>\n<li>Ob\u021binerea rapid\u0103 a datelor de la dispozitivele de control (tastatur\u0103, mouse) pe partea clientului. Chiar \u0219i pe computere slabe, pentru aceasta sunt suficiente 1-2 ms.\n<\/li>\n<li>Redarea cursorului sistemului pe client. Indicatorul mouse-ului este tratat nu pe serverul de la distan\u021b\u0103, ci \u00een clientul Playkey de pe computerul utilizatorului, adic\u0103 f\u0103r\u0103 \u00eent\u00e2rziere. Da, aceasta nu afecteaz\u0103 controlul real \u00een joc, dar ceea ce conteaz\u0103 aici este percep\u021bia uman\u0103. \u00a0\n<\/li>\n<\/ol>\n<p><center><div class=\"youtube-placeholder\" data-id=\"RtAIree7Uao\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/RtAIree7Uao\/hqdefault.jpg\" alt=\"Reda\u021bi video\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div><\/center><br \/>\n<i>Redarea cursorului f\u0103r\u0103 \u00eent\u00e2rziere \u00een Playkey pe exemplul Apex Legends <\/i><\/p>\n<p>Folosind tehnologia noastr\u0103, cu o \u00eent\u00e2rziere de re\u021bea de 0 ms \u0219i lucr\u00e2nd cu fluxul video la 60 FPS, \u00eent\u00e2rzierea \u00eentregului sistem nu dep\u0103\u0219e\u0219te 35 ms.<\/p>\n<h3>Mecanisme pasive<\/h3>\n<p>\nDin experien\u021ba noastr\u0103, mul\u021bi utilizatori nu \u00ee\u0219i dau seama cum dispozitivele lor se conecteaz\u0103 la internet. \u00cen interviurile cu juc\u0103torii, s-a descoperit c\u0103 unii nu \u0219tiu ce este un router. \u0218i este \u00een regul\u0103! Nu trebuie s\u0103 cuno\u0219ti structura unui motor cu ardere intern\u0103 pentru a conduce o ma\u0219in\u0103. Nu trebuie s\u0103 a\u0219tep\u021bi de la utilizator s\u0103 aib\u0103 cuno\u0219tin\u021be de administrator de sistem pentru a putea juca. <\/p>\n<p>Cu toate acestea, unele aspecte tehnice sunt importante de comunicat, astfel \u00eenc\u00e2t juc\u0103torul s\u0103 poat\u0103 elimina singur barierele de pe partea sa. \u0218i noi \u00eel ajut\u0103m. <\/p>\n<p><b>1. Indica\u021bia suportului WiFi de 5 GHz<br \/>\n<\/b><br \/>\nMai sus am men\u021bionat c\u0103 vedem standardul Wi-Fi \u2014 5 GHz sau 2,4 GHz. De asemenea, \u0219tim dac\u0103 adaptorul de re\u021bea al dispozitivului utilizatorului suport\u0103 posibilitatea de a func\u021biona pe 5 GHz. \u0218i, dac\u0103 da, recomand\u0103m utilizarea acestei benzi. Nu putem schimba frecven\u021ba singuri, deoarece nu vedem specifica\u021biile routerului. <\/p>\n<p><b>2. Indica\u021bia for\u021bei semnalului WiFi<br \/>\n<\/b><br \/>\nPentru unii utilizatori, semnalul WiFi poate fi slab, chiar dac\u0103 internetul func\u021bioneaz\u0103 bine \u0219i pare a avea o vitez\u0103 acceptabil\u0103. Problema va ap\u0103rea \u00een jocurile cloud, care supun re\u021beaua unor teste reale. <\/p>\n<p>Intensitatea semnalului este influen\u021bat\u0103 de obstacole \u2014 de exemplu, pere\u021bii \u2014 \u0219i de interferen\u021bele de la alte dispozitive. Produse precum microundele emit destul de mult. Ca rezultat, apar pierderi, aproape invizibile \u00een utilizarea internetului, dar critice pentru jocurile prin cloud. \u00cen astfel de cazuri, notific\u0103m utilizatorul despre interferen\u021be, suger\u00e2nd s\u0103 se deplaseze mai aproape de router \u0219i s\u0103 opreasc\u0103 dispozitivele \"zgomotoase\". <\/p>\n<p><b>3. Indica\u021bia consumatorilor de trafic<br \/>\n<\/b><br \/>\nChiar dac\u0103 re\u021beaua func\u021bioneaz\u0103 bine, alte aplica\u021bii pot consuma prea mult din traficul de date. De exemplu, dac\u0103 \u00een timp ce te joci \u00een cloud, rulezi un videoclip pe YouTube sau descarci torrente. Aplica\u021bia noastr\u0103 detecteaz\u0103 ho\u021bii \u0219i \u00eei avertizeaz\u0103 pe juc\u0103tori.<br \/>\n<img decoding=\"async\" alt=\"Cum este organizat\u0103 o platform\u0103 de jocuri \u00een cloud pentru clien\u021bi B2B \u0219i B2C. Solu\u021bii pentru o imagine excelent\u0103 \u0219i pentru a combate ultima mil\u0103\" src=\"\/wp-content\/uploads\/2019\/04\/f4e2cdae6377b169ce026e81fb6ea89e.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h1>Temerile din trecut \u2013 demont\u0103m miturile despre gamingul \u00een cloud <\/h1>\n<p>\nJocurile \u00een cloud, ca o modalitate complet nou\u0103 de consum al con\u021binutului de jocuri, \u00eencearc\u0103 s\u0103 p\u0103trund\u0103 pe pia\u021b\u0103 de aproape zece ani. \u0218i, ca \u00een cazul oric\u0103rei inova\u021bii, povestea lor este o serie de mici victorii \u0219i mari \u00eenfr\u00e2ngeri. Nu este surprinz\u0103tor c\u0103, de-a lungul anilor, gamingul \u00een cloud s-a umplut de mituri \u0219i prejudec\u0103\u021bi. La \u00eenceputul dezvolt\u0103rii tehnologiei, ele erau justificate, \u00eens\u0103 ast\u0103zi sunt complet ne\u00eentemeiate. <\/p>\n<h2>Mit 1. Imaginea \u00een cloud este mai slab\u0103 dec\u00e2t \u00een original \u2013 ca \u0219i cum ai juca pe YouTube<\/h2>\n<p>\nAst\u0103zi, \u00een cadrul unei solu\u021bii avansate tehnologic \u00een cloud, imaginea originalului \u0219i cea din cloud sunt aproape identice \u2013 ochiul liber nu g\u0103se\u0219te diferen\u021be. Configurarea individual\u0103 a encoderului pentru echipamentul juc\u0103torului \u0219i un set complex de mecanisme pentru a combate pierderile rezolv\u0103 aceast\u0103 problem\u0103. Pe o re\u021bea de calitate, nu exist\u0103 nici neclaritate a cadrelor, nici artefacte grafice. Lu\u0103m chiar \u00een considerare \u0219i rezolu\u021bia. Nu are sens s\u0103 streamuim imaginea \u00een 1080p, dac\u0103 juc\u0103torul utilizeaz\u0103 720p.<\/p>\n<p>Mai jos sunt dou\u0103 videoclipuri Apex Legends de pe canalul nostru. \u00centr-un caz \u2013 este o \u00eenregistrare a gameplay-ului pe PC, \u00een cel\u0103lalt \u2013 prin Playkey. <\/p>\n<p><i>Apex Legends pe PC<br \/>\n<center><div class=\"youtube-placeholder\" data-id=\"um4U4dva_10\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/um4U4dva_10\/hqdefault.jpg\" alt=\"Reda\u021bi video\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div><\/center><br \/>\nApex Legends pe Playkey<br \/>\n<center><div class=\"youtube-placeholder\" data-id=\"oi-PkA58hKk\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/oi-PkA58hKk\/hqdefault.jpg\" alt=\"Reda\u021bi video\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div><\/center><br \/>\n<\/i><\/p>\n<h2>Mit 2. Calitate instabil\u0103<\/h2>\n<p>\nStarea re\u021belei este \u00eentr-adev\u0103r variabil\u0103, dar aceast\u0103 problem\u0103 a fost rezolvat\u0103. Schimb\u0103m dinamic set\u0103rile encoderului \u00een func\u021bie de calitatea re\u021belei utilizatorului. Iar un nivel constant acceptabil de FPS este men\u021binut prin tehnici speciale de captare a imaginii. <\/p>\n<p>Cum func\u021bioneaz\u0103? Jocul are un motor 3D, care construie\u0219te lumea 3D. Dar utilizatorul vede o imagine 2D. Pentru ca el s\u0103 o poat\u0103 vedea, pentru fiecare cadru se creeaz\u0103 o imagine de memorie \u2013 o felie de fotografii, cum arat\u0103 aceast\u0103 lume 3D dintr-un anumit unghi. Aceast\u0103 imagine, \u00een format codificat, este stocat\u0103 \u00een bufferul de memorie video. O capt\u0103m din memoria video \u0219i o transmitem encoderului, care o decodeaz\u0103. \u0218i a\u0219a cu fiecare cadru, unul dup\u0103 altul.<\/p>\n<p>Tehnologia noastr\u0103 permite capturarea \u0219i decodificarea imaginii \u00eentr-un singur flux, ceea ce cre\u0219te FPS-ul. Dac\u0103 aceste procese sunt desf\u0103\u0219urate \u00een paralel (o solu\u021bie destul de popular\u0103 pe pia\u021ba jocurilor \u00een cloud), atunci encoderul va apela constant la captura, va prelua cadre noi cu un timp de \u00eent\u00e2rziere \u0219i, prin urmare, le va transmite cu \u00eent\u00e2rziere. <\/p>\n<p><center><div class=\"youtube-placeholder\" data-id=\"zYiDeJsoxi8\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/zYiDeJsoxi8\/hqdefault.jpg\" alt=\"Reda\u021bi video\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div><\/center><br \/>\nVideoul din partea de sus a ecranului a fost ob\u021binut folosind tehnologia de captur\u0103 \u0219i decodificare \u00eentr-un singur flux. <\/p>\n<h2>Mitul 3. Din cauza \u00eent\u00e2rzierilor \u00een control, voi fi \u00abr\u0103u\u00bb \u00een multiplayer<\/h2>\n<p>\n\u00cent\u00e2rzierea \u00een control este, \u00een general, de c\u00e2teva milisecunde. De obicei, aceasta nu este vizibil\u0103 pentru utilizatorul final. Totu\u0219i, poate ap\u0103rea o mic\u0103 neconcordan\u021b\u0103 \u00eentre mi\u0219carea mouse-ului \u0219i deplasarea cursorului. Aceasta nu afecteaz\u0103 performan\u021ba, dar creeaz\u0103 o impresie negativ\u0103. Redarea cursorului descris\u0103 mai sus, direct pe dispozitivul utilizatorului, elimin\u0103 aceast\u0103 problem\u0103. \u00cen rest, \u00eent\u00e2rzierea general\u0103 a sistemului de 30-35 ms este at\u00e2t de mic\u0103 \u00eenc\u00e2t nici juc\u0103torul, nici adversarii s\u0103i din meci nu observ\u0103 nimic. C\u00e2\u0219tigul \u00een lupt\u0103 depinde doar de abilit\u0103\u021bi. Dovada este mai jos. <\/p>\n<p><center><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/vk.com\/video_ext.php\" frameborder=\"0\" allowfullscreen><\/iframe><\/center><br \/>\n<i>Streamerul domin\u0103 prin Playkey<\/i><\/p>\n<h1>Ce urmeaz\u0103<\/h1>\n<p>\nJocurile \u00een cloud sunt deja o realitate. Playkey, PlayStation Now, Shadow \u2013 acestea sunt servicii func\u021bionale cu publicul lor \u0219i un loc pe pia\u021b\u0103. \u0218i, la fel ca multe pie\u021be tinere, jocurile \u00een cloud vor cre\u0219te rapid \u00een urm\u0103torii ani. <\/p>\n<p>Unul dintre scenariile care ni se par cele mai probabile este apari\u021bia propriilor servicii de c\u0103tre publisherii de jocuri \u0219i operatorii de telecomunica\u021bii. Cineva va dezvolta propriile solu\u021bii, iar altcineva va folosi solu\u021bii standard, precum RemoteClick.net. Cu c\u00e2t sunt mai mul\u021bi juc\u0103tori pe pia\u021b\u0103, cu at\u00e2t mai repede modul cloud de consum al con\u021binutului de jocuri va deveni mainstream.<br \/>\n<br \/>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/post\/449280\/\">habr.com<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041e\u0431\u043b\u0430\u0447\u043d\u044b\u0439 \u0433\u0435\u0439\u043c\u0438\u043d\u0433 \u043d\u0430\u0437\u044b\u0432\u0430\u044e\u0442 \u043e\u0434\u043d\u043e\u0439 \u0438\u0437 \u0433\u043b\u0430\u0432\u043d\u044b\u0445 \u0442\u0435\u0445\u043d\u043e\u043b\u043e\u0433\u0438\u0439, \u0437\u0430 \u043a\u043e\u0442\u043e\u0440\u044b\u043c\u0438 \u0441\u0442\u043e\u0438\u0442 \u0441\u043b\u0435\u0434\u0438\u0442\u044c \u043f\u0440\u044f\u043c\u043e \u0441\u0435\u0439\u0447\u0430\u0441. \u0417\u0430 6 \u043b\u0435\u0442 \u044d\u0442\u043e\u0442 \u0440\u044b\u043d\u043e\u043a \u0434\u043e\u043b\u0436\u0435\u043d \u0432\u044b\u0440\u0430\u0441\u0442\u0438 \u0432 10 \u0440\u0430\u0437 \u2014 \u0441 $45 \u043c\u043b\u043d \u0432 2018 \u0433\u043e\u0434\u0443 \u0434\u043e $450 \u043c\u043b\u043d \u0432 2024 \u0433\u043e\u0434\u0443. \u0422\u0435\u0445\u043d\u043e\u043b\u043e\u0433\u0438\u0447\u0435\u0441\u043a\u0438\u0435 \u0433\u0438\u0433\u0430\u043d\u0442\u044b \u0443\u0436\u0435 \u0440\u0438\u043d\u0443\u043b\u0438\u0441\u044c \u043e\u0441\u0432\u0430\u0438\u0432\u0430\u0442\u044c \u043d\u0438\u0448\u0443: Google \u0438 Nvidia \u0437\u0430\u043f\u0443\u0441\u0442\u0438\u043b\u0438 \u0431\u0435\u0442\u0430-\u0432\u0435\u0440\u0441\u0438\u0438 \u0441\u0432\u043e\u0438\u0445 \u0441\u0435\u0440\u0432\u0438\u0441\u043e\u0432 \u043e\u0431\u043b\u0430\u0447\u043d\u043e\u0433\u043e \u0433\u0435\u0439\u043c\u0438\u043d\u0433\u0430, \u043d\u0430 \u0441\u0446\u0435\u043d\u0443 \u0433\u043e\u0442\u043e\u0432\u044f\u0442\u0441\u044f \u0432\u044b\u0439\u0442\u0438 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":24110,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[688],"tags":[],"class_list":["post-32292","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-administrirovanie"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2.1 - 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