{"id":75970,"date":"2020-03-30T01:42:37","date_gmt":"2020-03-29T23:42:37","guid":{"rendered":"https:\/\/prohoster.info\/blog\/administrirovanie\/oblachnye-igry-stress-test-5-oblachnyh-igrovyh-servisov-plohim-internetom"},"modified":"2020-03-30T01:42:37","modified_gmt":"2020-03-29T23:42:37","slug":"oblachnye-igry-stress-test-5-oblachnyh-igrovyh-servisov-plohim-internetom","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sk\/blog\/administrirovanie\/oblachnye-igry-stress-test-5-oblachnyh-igrovyh-servisov-plohim-internetom","title":{"rendered":"Cloudov\u00e9 hry: stresov\u00fd test 5 cloudov\u00fdch hern\u00fdch slu\u017eieb pri slabom internete","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><img decoding=\"async\" alt=\"Cloudov\u00e9 hry: stresov\u00fd test 5 cloudov\u00fdch hern\u00fdch slu\u017eieb pri slabom internete\" src=\"\/wp-content\/uploads\/2020\/03\/809bec62c8739f19a753df06122a5d0d.jpg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nPred pribli\u017ene rokom som zverejnila \u010dl\u00e1nok <noindex><a rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/post\/464259\/\">\u201eCloudov\u00e9 hry: hodnotenie mo\u017enost\u00ed slu\u017eieb pre hranie na slab\u00fdch PC z prvej ruky\u201c<\/a><\/noindex>. V \u0148om som analyzovala v\u00fdhody a nev\u00fdhody r\u00f4znych slu\u017eieb pre cloudov\u00e9 hry na slab\u00fdch po\u010d\u00edta\u010doch. Po\u010das hrania som testovala ka\u017ed\u00fa slu\u017ebu a nakoniec som zdie\u013eala svoje celkov\u00e9 dojmy.<\/p>\n<p>V koment\u00e1roch k tomu a in\u00fdm podobn\u00fdm \u010dl\u00e1nkom sa \u010ditatelia \u010dasto delili o svoje dojmy z r\u00f4znych hern\u00fdch slu\u017eieb. Niekedy sa stret\u00e1vali opa\u010dn\u00e9 n\u00e1zory na t\u00fa ist\u00fa slu\u017ebu. Niektor\u00ed mali v\u0161etko dokonal\u00e9, in\u00ed nemohli hra\u0165 kv\u00f4li lagom a freeze-om. Vtedy ma napadlo ohodnoti\u0165 kvalitu pr\u00e1ce t\u00fdchto slu\u017eieb v r\u00f4znych podmienkach \u2014 od ide\u00e1lnych po katastrof\u00e1lne. Ide o kvalitu siet\u00ed, preto\u017ee u\u017e\u00edvate\u013e \u010dasto nem\u00f4\u017ee chv\u00e1li\u0165 r\u00fdchly a bezprobl\u00e9mov\u00fd prenos, \u017ee? Tak\u017ee pod katom \u2014 hodnotenie slu\u017eieb so simul\u00e1ciou r\u00f4znej kvality fungovania siete.<br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><\/p>\n<h3>Ak\u00fd je vlastne probl\u00e9m?<\/h3>\n<p>\nAko som spom\u00ednala vy\u0161\u0161ie \u2014 v kvalite pripojenia. A presnej\u0161ie \u2014 v strate paketov po\u010das hry. \u010c\u00edm v\u00e4\u010d\u0161ie s\u00fa straty, t\u00fdm viac m\u00e1 hr\u00e1\u010d probl\u00e9mov, t\u00fdm menej je spokojn\u00fd s hrou. A zriedkakedy m\u00e1 niekto ide\u00e1lny prenos, ako napr\u00edklad optick\u00e9 vl\u00e1kno do zariadenia, pri\u010dom s vyhraden\u00fdm, a nie zdie\u013ean\u00fdm internetom pre v\u0161etk\u00fdch obyvate\u013eov bytov\u00e9ho domu.<\/p>\n<p>Pre inform\u00e1ciu \u2014 pri r\u00fdchlosti pripojenia 25 Mbit\/s na prenesenie 1 sn\u00edmky je potrebn\u00fdch 40-50 paketov \u00fadajov. \u010c\u00edm viac paketov sa strat\u00ed, t\u00fdm menej kvalitn\u00fd je obraz, a t\u00fdm s\u00fa v\u00fdraznej\u0161ie lagy a freeze-y. V obzvl\u00e1\u0161\u0165 n\u00e1ro\u010dn\u00fdch situ\u00e1ci\u00e1ch sa hranie st\u00e1va prakticky nemo\u017en\u00fdm.<\/p>\n<p>Samozrejme, samotn\u00e1 cloudov\u00e1 slu\u017eba nem\u00f4\u017ee nijako ovplyvni\u0165 \u0161\u00edrku a stabilitu pripojenia pou\u017e\u00edvate\u013ea (aj ke\u010f by to bolo samozrejme skvel\u00e9). Ale m\u00f4\u017eeme predpoklada\u0165 r\u00f4zne sp\u00f4soby, ako zmierni\u0165 probl\u00e9my s pripojen\u00edm. Ktor\u00e9 slu\u017eby si s t\u00fdmto probl\u00e9mom poradia najlep\u0161ie \u2014 uvid\u00edme ni\u017e\u0161ie.<\/p>\n<h3>\u010co presne porovn\u00e1vame?<\/h3>\n<p>\nBe\u017en\u00fd PC (Intel i3-8100, GTX 1060 6 GB, 8GB RAM), GeForce Now (jeho rusk\u00e1 verzia <noindex><a rel=\"nofollow\" href=\"https:\/\/gfn.ru\/\">GFN<\/a><\/noindex> so servermi v Moskve), <noindex><a rel=\"nofollow\" href=\"https:\/\/www.loudplay.ru\/ru\/\">Loudplay<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/vortex.gg\/\">Vortex<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/playkey.net\/\">Playkey<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/stadia.google.com\/\">Stadia<\/a><\/noindex>. Na v\u0161etk\u00fdch slu\u017eb\u00e1ch, okrem Stadiu, sk\u00famame kvalitu hry vo \u201eZakl\u00edna\u010dovi\u201c. Na Google Stadii v \u010dase p\u00edsania \u010dl\u00e1nku t\u00e1to hra nebola k dispoz\u00edcii, tak\u017ee som musela testova\u0165 in\u00fa \u2014 \u201eOdyssey\u201c. <\/p>\n<h3>Ak\u00e9 s\u00fa podmienky a metodika testovania?<\/h3>\n<p>\nTestujeme z Bratislavy. Poskytovate\u013e \u2014 MGT, tarifa 500 Mbit\/s, pripojenie k\u00e1blov\u00e9, nie WiFi. Nastavenia kvality grafiky v slu\u017eb\u00e1ch berieme pod\u013ea predvolen\u00fdch hodn\u00f4t, rozl\u00ed\u0161enie \u2014 FullHD. <\/p>\n<p>Pomocou programu <noindex><a rel=\"nofollow\" href=\"https:\/\/jagt.github.io\/clumsy\/index.html\">Clumsy<\/a><\/noindex> modelujeme probl\u00e9my so sie\u0165ou, konkr\u00e9tne, straty paketov r\u00f4zneho druhu a objemu. <\/p>\n<p><b>Rovnomern\u00e9 jednorazov\u00e9 straty. <\/b>To je, ke\u010f sa strat\u00ed iba 1 paket a straty s\u00fa rozdelen\u00e9 viac-menej rovnomerne. Tak\u017ee rovnomern\u00e9 straty 10 % znamenaj\u00fa, \u017ee z 100 paketov sa ka\u017ed\u00fd desiaty strat\u00ed, ale v\u017edy iba 1 paket. Probl\u00e9m sa zvy\u010dajne prejavuje pri skreslen\u00ed (\u00fatlme) na kan\u00e1li od klienta k serveru. <\/p>\n<p>Testujeme rovnomern\u00e9 straty 5 %, 10 %, 25 %.<\/p>\n<p><b>Nerovnomern\u00e9 masov\u00e9 straty<\/b>, ke\u010f v nejakom jednom momente sa strat\u00ed okam\u017eite 40-70 paketov po sebe. Tak\u00e9to straty sa naj\u010dastej\u0161ie vyskytuj\u00fa pri probl\u00e9moch so sie\u0165ov\u00fdm vybaven\u00edm (routery at\u010f.) u pou\u017e\u00edvate\u013ea alebo poskytovate\u013ea. M\u00f4\u017eu by\u0165 spojen\u00e9 s preplnen\u00edm vyrovn\u00e1vacej pam\u00e4te sie\u0165ov\u00e9ho vybavenia na linke \u201epou\u017e\u00edvate\u013e \u2014 server\u201c. WiFi so siln\u00fdmi stenami tie\u017e m\u00f4\u017ee sp\u00f4sobova\u0165 tak\u00e9to straty. Pre\u0165a\u017eenie bezdr\u00f4tovej siete z d\u00f4vodu pr\u00edtomnosti ve\u013ek\u00e9ho mno\u017estva zariaden\u00ed \u2014 \u010fal\u0161\u00ed d\u00f4vod, ve\u013emi charakteristick\u00fd pre kancel\u00e1rie a bytov\u00e9 domy.<\/p>\n<p>Testujeme nerovnomern\u00e9 straty 0,01 %, 0,1 %, 0,5 %.<\/p>\n<p>Ni\u017e\u0161ie analyzujem v\u0161etky tieto pr\u00edpady a priklad\u00e1m videoporovnanie na n\u00e1zornos\u0165. A na konci \u010dl\u00e1nku d\u00e1vam odkaz na surov\u00e9, neupraven\u00e9 vide\u00e1 z hry zo v\u0161etk\u00fdch slu\u017eieb a pr\u00edpadov \u2014 tam si m\u00f4\u017eete podrobnej\u0161ie pozrie\u0165 artefakty, ako aj technick\u00e9 inform\u00e1cie (vo v\u0161etk\u00fdch slu\u017eb\u00e1ch, okrem Stadia, s\u00fa zaznamenan\u00e9 \u00fadaje technickej konzoly; v Stadia som tak\u00e9 nena\u0161la). <\/p>\n<h3>Ideme na to!<\/h3>\n<p>\nNi\u017e\u0161ie \u2014 7 sc\u00e9narov stresov\u00e9ho testu a video s \u010dasov\u00fdmi zna\u010dkami (video je rovnak\u00e9, pre pohodlie v ka\u017edej polo\u017eke za\u010d\u00edna sledovanie od potrebn\u00e9ho momentu). Na konci pr\u00edspevku s\u00fa zdrojov\u00e9 vide\u00e1 pre ka\u017ed\u00fa zo slu\u017eieb. Video mi pomohol spravi\u0165 dobr\u00fd zn\u00e1my, za \u010do mu \u010fakujem!<\/p>\n<h4>Scen\u00e1r \u010d. 1. Ide\u00e1lne podmienky. \u017diadne straty v sieti<\/h4>\n<p>\nV\u0161etko, ako to m\u00e1 by\u0165 v ide\u00e1lnom svete. Probl\u00e9my so spojen\u00edm nie s\u00fa, \u017eiadne preru\u0161enia, \u017eiadny ru\u0161iv\u00fd sign\u00e1l, va\u0161a pr\u00edstupov\u00e1 stanica \u2014 svetlo internetu. V tak\u00fdchto sklen\u00edkov\u00fdch podmienkach sa takmer v\u0161etci \u00fa\u010dastn\u00edci testovania ukazuj\u00fa ako d\u00f4stojn\u00ed.<\/p>\n<p><center><div class=\"youtube-placeholder\" data-id=\"ILrGrjrbh4g\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/ILrGrjrbh4g\/hqdefault.jpg\" alt=\"Prehrajte 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<b>PC<\/b><\/p>\n<p>Do ka\u017ed\u00e9ho scen\u00e1ra sme vzali sn\u00edmky z po\u010d\u00edta\u010dovej hry ako referenciu. Je jasn\u00e9, \u017ee na kvalitu siete to nem\u00e1 \u017eiadny vplyv, hra sa sp\u00fa\u0161\u0165a lok\u00e1lne na po\u010d\u00edta\u010di. Tieto sn\u00edmky odpovedaj\u00fa na ot\u00e1zku 'c\u00edti\u0165 rozdiel pri hran\u00ed v cloude v porovnan\u00ed s hran\u00edm na vlastnom po\u010d\u00edta\u010di'. V ide\u00e1lnych podmienkach, v na\u0161om pr\u00edpade \u2014 v\u00e4\u010d\u0161ina slu\u017eieb nec\u00edti rozdiel. Ni\u017e\u0161ie u\u017e o po\u010d\u00edta\u010di ni\u010d p\u00edsa\u0165 nebudeme, jednoducho si zapam\u00e4tajte, \u017ee existuje.<\/p>\n<p><b>GeForce Now<\/b><\/p>\n<p>V\u0161etko je v poriadku, obraz je jasn\u00fd, proces prebieha hladko, bez sekania. <\/p>\n<p><b>Vortex<\/b><\/p>\n<p>Vortex nar\u00fa\u0161a n\u00e1\u0161 dokonal\u00fd svet. Hne\u010f sa objavili probl\u00e9my \u2014 obraz je hor\u0161\u00ed ako u ostatn\u00fdch, plus s\u00fa dobre vidite\u013en\u00e9 'zadr\u017eiavania'. Mo\u017en\u00fd probl\u00e9m \u2014 hern\u00e9 servery s\u00fa umiestnen\u00e9 \u010faleko od Moskvy, plus hardv\u00e9r na hern\u00fdch serveroch je pravdepodobne slab\u0161\u00ed a FullHD sa zle pren\u00e1\u0161a. Vo v\u0161etk\u00fdch testoch Vortex uk\u00e1zal zl\u00fd v\u00fdkon. Ak m\u00e1 niekto pozit\u00edvne sk\u00fasenosti s hran\u00edm na Vortex \u2014 p\u00ed\u0161te do koment\u00e1rov, pode\u013ete sa, z ak\u00e9ho miesta ste hrali a ako dobre v\u0161etko prebehlo.<\/p>\n<p><b> Playkey<\/b><\/p>\n<p>V\u0161etko je skvel\u00e9, presne ako na lok\u00e1lnom po\u010d\u00edta\u010di. Neexistuj\u00fa \u017eiadne vidite\u013en\u00e9 probl\u00e9my ako sekanie, lagy a podobne.<\/p>\n<p><b>Loudplay<\/b><\/p>\n<p>Slu\u017eba ukazuje vynikaj\u00faci obraz, \u017eiadne vidite\u013en\u00e9 probl\u00e9my neexistuj\u00fa.<\/p>\n<p><b>Stadia<\/b><\/p>\n<p>Hern\u00e1 slu\u017eba od Googlu funguje v\u00fdborne, aj ke\u010f nem\u00e1 servery v RF, a ofici\u00e1lne Stadia ani v Rusku nefunguje. Napriek tomu, v\u0161etko je v poriadku. Je \u0161koda, samozrejme, \u017ee 'Zakl\u00edna\u010d' nebol v ponuke Stadia v \u010dase hrania, ale \u010do u\u017e, vzali sme 'Odysseu' \u2014 tie\u017e n\u00e1ro\u010dn\u00e1, tie\u017e o chlap\u00edkovi, ktor\u00fd sek\u00e1 \u013eud\u00ed a zvierat\u00e1. <\/p>\n<h4>Scen\u00e1r \u010d. 2. Rovnomern\u00e9 straty 5%<\/h4>\n<p>\nV tomto teste sa zo 100 paketov strat\u00ed asi ka\u017ed\u00fd 20. Pripom\u00ednam, \u017ee na vykreslenie jedn\u00e9ho sn\u00edmku s\u00fa potrebn\u00e9 40-50 paketov.<\/p>\n<p><center><div class=\"youtube-placeholder\" data-id=\"ILrGrjrbh4g\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/ILrGrjrbh4g\/hqdefault.jpg\" alt=\"Prehrajte 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<b>GeForce Now<\/b><\/p>\n<p>Slu\u017eba od Nvidia funguje v\u00fdborne, \u017eiadne probl\u00e9my nie s\u00fa. Obraz je trochu viac rozmazan\u00fd ako u Playkey, no 'Zakl\u00edna\u010d' je st\u00e1le hrate\u013en\u00fd.<\/p>\n<p><b>Vortex<\/b><\/p>\n<p>Tu sa v\u0161etko e\u0161te zhor\u0161ilo. Pre\u010do \u2014 nie je \u00faplne jasn\u00e9, pravdepodobne nie je zabezpe\u010den\u00e1 redundancia, alebo je minim\u00e1lna. Redundancia je odoln\u00e9 k\u00f3dovanie pren\u00e1\u0161an\u00fdch d\u00e1t (FEC \u2014 Forward Error Correction). T\u00e1to technol\u00f3gia obnovuje d\u00e1ta pri \u010diasto\u010dnej strate sp\u00f4sobenej probl\u00e9mami v sieti. Realizova\u0165 a nastavi\u0165 ju mo\u017eno r\u00f4znymi sp\u00f4sobmi a, s\u00fadruhovia v\u00fdsledku, tvorcovia Vortexu v tom neuspeli. Ani s minim\u00e1lnymi rovnomern\u00fdmi stratami sa nebude da\u0165 hra\u0165. V priebehu n\u00e1sledn\u00fdch testov Vortex jednoducho 'zomrel'.<\/p>\n<p><b>Playkey<\/b><\/p>\n<p>V\u0161etko je v poriadku, ned\u00e1 sa pozorova\u0165 \u017eiadny z\u00e1sadn\u00fd rozdiel v porovnan\u00ed s ide\u00e1lnymi podmienkami. Mo\u017eno to pom\u00e1ha, \u017ee servery spolo\u010dnosti s\u00fa umiestnen\u00e9 aj v Moskve, odkia\u013e sa testy vykon\u00e1vali. A mo\u017eno je lep\u0161ie nastaven\u00e1 spom\u00ednan\u00e1 redundantnos\u0165. <\/p>\n<p><b>Loudplay<\/b><\/p>\n<p>Slu\u017eba sa n\u00e1hle stala nehrate\u013enou, napriek relat\u00edvne mal\u00fdm strat\u00e1m paketov. V \u010dom m\u00f4\u017ee by\u0165 probl\u00e9m? Predpoklad\u00e1m, \u017ee Loudplay pracuje s TCP protokolom. V takom pr\u00edpade, pokia\u013e nie je potvrden\u00e9 prijatie paketu, \u010fal\u0161ie pakety sa neposielaj\u00fa, syst\u00e9m \u010dak\u00e1 na potvrdenie doru\u010denia. T\u00fdm p\u00e1dom, ak sa paket strat\u00ed, potvrdenie o jeho doru\u010den\u00ed nebude, nov\u00e9 pakety sa neodo\u0161l\u00fa, obraz sa zastav\u00ed, koniec pr\u00edbehu. <\/p>\n<p>Ak by sa pou\u017eil UDP, potvrdzovanie prijatia paketu by nebolo potrebn\u00e9. Zd\u00e1 sa, \u017ee v\u0161etky ostatn\u00e9 slu\u017eby okrem Loudplay pou\u017e\u00edvaj\u00fa UDP protokol. Ak to nie je pravda, pros\u00edm opravi\u0165 ma v koment\u00e1roch.<\/p>\n<p><b>Stadia<\/b><\/p>\n<p>V\u0161etko je hrate\u013en\u00e9. Ob\u010das sa obraz pixelizuje, s\u00fa pr\u00edtomn\u00e9 minim\u00e1lne oneskorenia odozvy. Mo\u017eno nie je ide\u00e1lne nastaven\u00e9 odoln\u00e9 k\u00f3dovanie, odkia\u013e poch\u00e1dzaj\u00fa mal\u00e9 artefakty pri celkovom hrate\u013enom pr\u00fade.<\/p>\n<h4>Scen\u00e1r \u010d. 3. Rovnomern\u00e9 straty 10%<\/h4>\n<p>\nStr\u00e1came ka\u017ed\u00fd desiaty paket na sto. To u\u017e je v\u00fdzva pre slu\u017eby. Na efekt\u00edvne vyrovnanie sa s tak\u00fdmito stratami s\u00fa potrebn\u00ed technologick\u00ed odborn\u00edci na obnovu a\/alebo opakovan\u00e9 odosielanie stratenej d\u00e1t.<\/p>\n<p><center><div class=\"youtube-placeholder\" data-id=\"ILrGrjrbh4g\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/ILrGrjrbh4g\/hqdefault.jpg\" alt=\"Prehrajte 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<b>GeForce Now<\/b><\/p>\n<p>Na Geforce s\u00fa pozorovan\u00e9 mal\u00e9 v\u00fdkyvy v kvalite video pr\u00fadu. Z toho, \u010do sa zd\u00e1, GFN reaguje na probl\u00e9my v sieti a sna\u017e\u00ed sa ich zmierni\u0165. Slu\u017eba zni\u017euje bitrate, teda mno\u017estvo bitov na prenos d\u00e1t. Takto sa sna\u017e\u00ed zn\u00ed\u017ei\u0165 z\u00e1\u0165a\u017e na pod\u013ea nej nedostato\u010dne kvalitnej sieti a udr\u017ea\u0165 stabiln\u00e9 pripojenie. A o stabilite skuto\u010dne nie s\u00fa ot\u00e1zky, ale kvalita videa sa pekne zhor\u0161uje. Vid\u00edme v\u00fdrazn\u00fa pixeliz\u00e1ciu obrazu. A ke\u010f\u017ee simul\u00e1cia predpoklad\u00e1 trval\u00fa stratu 10% paketov, zni\u017eovanie bitratu ve\u013emi nepom\u00e1ha, situ\u00e1cia sa nevyrovn\u00e1va. <\/p>\n<p>V re\u00e1lnom \u017eivote obraz pravdepodobne nebude stabilne zl\u00fd, ale kol\u00edsav\u00fd. Zv\u00e4\u010d\u0161ili sa straty \u2013 obraz sa rozmazal; zn\u00ed\u017eili sa straty \u2013 obraz sa vr\u00e1til do norm\u00e1lu a tak \u010falej. Hern\u00e9mu z\u00e1\u017eitku to, samozrejme, neprospieva. <\/p>\n<p><b>Playkey<\/b><\/p>\n<p>\u0160peci\u00e1lne probl\u00e9my nie s\u00fa. Pravdepodobne algoritmus detekuje probl\u00e9my v sieti, ur\u010duje \u00farove\u0148 str\u00e1t a viac sa s\u00fastre\u010fuje na redundantnos\u0165, ne\u017e na zn\u00ed\u017eenie bitrate. Pri 10 % rovnomern\u00fdch str\u00e1t sa kvalita obrazu prakticky nemen\u00ed, pou\u017e\u00edvate\u013e si tak\u00e9to straty sotva v\u0161imne.<\/p>\n<p><b>Loudplay<\/b><\/p>\n<p>Nepou\u017eite\u013en\u00fd, jednoducho sa nespustil. Po\u010das \u010fal\u0161\u00edch testov sa situ\u00e1cia zopakovala. Z toho, \u010do sa d\u00e1 s\u00fadi\u0165, tento servis sa nijako neprisp\u00f4sobuje probl\u00e9mom so sie\u0165ou. Mo\u017eno za to m\u00f4\u017ee pr\u00e1ve protokol TCP. Najmen\u0161ie straty paralyzuj\u00fa servis \u00faplne. Pre re\u00e1lny \u017eivot to nie je ve\u013emi praktick\u00e9, samozrejme.<\/p>\n<p><b>Vortex<\/b><\/p>\n<p>Tie\u017e ve\u013ek\u00e9 probl\u00e9my. Hra\u0165 v tak\u00fdch podmienkach sa ned\u00e1, aj ke\u010f obraz e\u0161te existuje a postava pokra\u010duje v behu, av\u0161ak trhan\u00fdm sp\u00f4sobom. Mysl\u00edm, \u017ee probl\u00e9m spo\u010d\u00edva vo zle realizovanej alebo \u00faplne absencii redundantnosti. Pakety sa \u010dasto str\u00e1caj\u00fa a nijako sa neobnovuj\u00fa. Nakoniec sa kvalita obrazu zhor\u0161uje a\u017e na nehrate\u013en\u00fa \u00farove\u0148.<\/p>\n<p><b>Stadia<\/b><\/p>\n<p>Bohu\u017eia\u013e, tu je v\u0161etko zl\u00e9. Pozoruje sa preru\u0161enie toku, v d\u00f4sledku ktor\u00e9ho sa udalosti na obrazovke dej\u00fa trhan\u00fdm sp\u00f4sobom, hra\u0165 je extr\u00e9mne \u0165a\u017ek\u00e9. M\u00f4\u017eeme predpoklada\u0165, \u017ee probl\u00e9m vznikol rovnako ako v pr\u00edpade Vortexu, kv\u00f4li minim\u00e1lnej redundantnosti alebo jej absencii. Konzultovala som s p\u00e1r zn\u00e1mymi, ktor\u00ed sa \u201ev tom vyznaj\u00fa\u201c, a povedali, \u017ee Stadia pravdepodobne \u010dakala na \u00fapln\u00e9 zlo\u017eenie sn\u00edmky. Na rozdiel od GFN sa nesna\u017e\u00ed situ\u00e1ciu zachr\u00e1ni\u0165 radik\u00e1lnym zn\u00ed\u017een\u00edm bitrate. Nakoniec nie s\u00fa artefakty, ale objavuj\u00fa sa z\u00e1seky a lagy (u GFN, naopak, je menej z\u00e1sekov\/lagov, ale kv\u00f4li n\u00edzkemu bitrate je obraz \u00faplne neatrakt\u00edvny). <\/p>\n<p>Zvy\u0161n\u00e9 slu\u017eby tie\u017e, zd\u00e1 sa, ne\u010dakaj\u00fa na \u00fapln\u00e9 zlo\u017eenie sn\u00edmky, ale nahradzuj\u00fa ch\u00fdbaj\u00facu \u010das\u0165 fragmentom starej sn\u00edmky. To je dobr\u00e9 rie\u0161enie, vo v\u00e4\u010d\u0161ine pr\u00edpadov pou\u017e\u00edvate\u013e nepostrehne podvod (za sekundu sa men\u00ed 30+ sn\u00edmok), aj ke\u010f niekedy sa m\u00f4\u017eu vyskytn\u00fa\u0165 artefakty.<\/p>\n<h4>Scen\u00e1r \u010d. 4. Rovnomern\u00e9 straty 25 %<\/h4>\n<p>\nStr\u00e1ca sa ka\u017ed\u00fd \u0161tvrt\u00fd paket. St\u00e1va sa to \u010doraz desivej\u0161\u00edm a zauj\u00edmavej\u0161\u00edm. Vo v\u0161eobecnosti, pri takom \"dieravom\" pripojen\u00ed je norm\u00e1lna hra v cloude sotva mo\u017en\u00e1. Hoci niektor\u00ed \u00fa\u010dastn\u00edci porovnania sa s t\u00fdm vyrovn\u00e1vaj\u00fa, aj ke\u010f nie ide\u00e1lne. <\/p>\n<p><center><div class=\"youtube-placeholder\" data-id=\"ILrGrjrbh4g\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/ILrGrjrbh4g\/hqdefault.jpg\" alt=\"Prehrajte 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 <b>GFN<\/b><\/p>\n<p>Probl\u00e9my s\u00fa u\u017e ve\u013emi vidite\u013en\u00e9. Obraz je pixelizovan\u00fd a rozmazan\u00fd. Hra\u0165 sa d\u00e1 e\u0161te st\u00e1le, ale u\u017e to nie je to, \u010do pon\u00fakal GFN na za\u010diatku. A ur\u010dite nie je to, ako by sa malo hra\u0165 v kr\u00e1snych hr\u00e1ch. Kr\u00e1su u\u017e nemo\u017eno oceni\u0165. <\/p>\n<p><b>Playkey<\/b><\/p>\n<p>Hern\u00fd proces ide celkom dobre. Plynulos\u0165 je, aj ke\u010f obraz trochu trp\u00ed. Mimochodom, v\u013eavo hore s\u00fa \u010d\u00edsla, ko\u013eko straten\u00fdch paketov sa obnovuje. Ako vid\u00edme, obnovuje sa 96% paketov.<\/p>\n<p><b>Loudplay<\/b><\/p>\n<p>Nezobrazil sa.<\/p>\n<p><b>Vortex<\/b><\/p>\n<p>Hra\u0165 sa ned\u00e1 ani pri ve\u013emi ve\u013ekej t\u00fa\u017ebe, zamrzania (pozastavenie obrazu, obnovenie video streamu z nov\u00e9ho fragmentu) s\u00fa e\u0161te v\u00fdraznej\u0161ie. <\/p>\n<p><b>Stadia<\/b><\/p>\n<p>Slu\u017eba je prakticky nehrate\u013en\u00e1. Pr\u00ed\u010diny boli u\u017e uveden\u00e9 vy\u0161\u0161ie. \u010cak\u00e1 sa na zlo\u017eenie sn\u00edmky, redundancia je minim\u00e1lna, pri tak\u00fdch strat\u00e1ch je jej nedostatok. <\/p>\n<h4>Scen\u00e1r \u010d. 5. Nerovnomern\u00e9 straty 0,01%.<\/h4>\n<p>\nNa 10 000 paketov sa 1-kr\u00e1t strat\u00ed 40-70 paketov po sebe. To znamen\u00e1, \u017ee strat\u00edme asi 1 z 200 sn\u00edmok. St\u00e1va sa to, ak je vyrovn\u00e1vacia pam\u00e4\u0165 sie\u0165ov\u00e9ho zariadenia preplnen\u00e1 a v\u0161etky nov\u00e9 pakety s\u00fa jednoducho vyhadzovan\u00e9 (dropovan\u00e9), k\u00fdm sa vyrovn\u00e1vacia pam\u00e4\u0165 neuvo\u013en\u00ed. V\u0161etci \u00fa\u010dastn\u00edci porovnania, okrem Loudplay, tak\u00e9to straty v istej miere zvl\u00e1dli. <\/p>\n<p><center><div class=\"youtube-placeholder\" data-id=\"ILrGrjrbh4g\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/ILrGrjrbh4g\/hqdefault.jpg\" alt=\"Prehrajte 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<b>GFN<\/b><\/p>\n<p>Obraz \u00faplne minim\u00e1lne stratil kvalitu, stal sa trochu zaml\u017een\u00fd, ale v\u0161etko je celkom hrate\u013en\u00e9.<\/p>\n<p><b>Playkey<\/b><\/p>\n<p>V\u0161etko je ve\u013emi dobr\u00e9. Obraz je plynul\u00fd, zobrazenie \u2014 dobr\u00e9. Hra\u0165 sa d\u00e1 bez probl\u00e9mov.<\/p>\n<p><b>Loudplay<\/b><\/p>\n<p>Prv\u00fdch nieko\u013eko sek\u00fand bol obraz, hrdina dokonca be\u017eal. Ale spojenie so serverom bolo skoro okam\u017eite straten\u00e9. Ach, tento TCP protokol. Prv\u00e1 strata ochromila slu\u017ebu na koreni. <\/p>\n<p><b>Vortex<\/b><\/p>\n<p>S\u00fa pozorovan\u00e9 be\u017en\u00e9 probl\u00e9my. Zamrzania, lagy a to v\u0161etko. Hra\u0165 by bolo ve\u013emi \u0165a\u017ek\u00e9 za tak\u00fdchto podmienok.<\/p>\n<p><b>Stadia<\/b><\/p>\n<p>Hrate\u013en\u00e9. S\u00fa vidite\u013en\u00e9 mal\u00e9 poklesy, obraz sa ob\u010das pixelizuje.<\/p>\n<h4>Scen\u00e1r \u010d. 6. Nerovnomern\u00e9 straty 0,1%.<\/h4>\n<p>\nNa 10 000 paketov sa 10-kr\u00e1t strat\u00ed 40-70 paketov po sebe. Dost\u00e1vame teda, \u017ee strat\u00edme 10 z 200 sn\u00edmok.<\/p>\n<p>Hne\u010f poviem, \u017ee vidite\u013en\u00e9 probl\u00e9my sa objavili u v\u00e4\u010d\u0161iny slu\u017eieb. Napr\u00edklad sa trh\u00e1 obraz, tak\u017ee redundancia tu u\u017e nepom\u00e1ha. To znamen\u00e1, \u017ee pozit\u00edvny efekt v pr\u00edpade vyu\u017e\u00edvania technol\u00f3gie redundancie je, ale nie je ve\u013ek\u00fd.<\/p>\n<p>Ide o to, \u017ee reak\u010dn\u00fd \u010das na akcie pou\u017e\u00edvate\u013ea a samotnej hry je obmedzen\u00fd, video stream by mal by\u0165 nepretr\u017eit\u00fd. Obnovi\u0165 stream na prijate\u013en\u00fa kvalitu nie je mo\u017en\u00e9 napriek ak\u00fdmko\u013evek snah\u00e1m slu\u017eieb. <\/p>\n<p>Objevuj\u00ed se artefakty (snaha kompenzovat ztr\u00e1tu paket\u016f, chyb\u00ed data) a trh\u00e1n\u00ed obrazu.<\/p>\n<p><center><div class=\"youtube-placeholder\" data-id=\"ILrGrjrbh4g\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/ILrGrjrbh4g\/hqdefault.jpg\" alt=\"Prehrajte 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<b>GFN<\/b><\/p>\n<p>Kvalita obrazu v\u00fdrazn\u011b klesla, bitrate je zjevn\u011b sn\u00ed\u017een, a to zna\u010dn\u011b.<\/p>\n<p><b>Playkey<\/b><\/p>\n<p>L\u00e9pe se s t\u00edm vypo\u0159\u00e1d\u00e1v\u00e1 \u2014 pravd\u011bpodobn\u011b proto, \u017ee je dob\u0159e nastavena redundance, plus algoritmus bitrate pova\u017euje ztr\u00e1ty za nep\u0159\u00edli\u0161 vysok\u00e9 a nep\u0159etv\u00e1\u0159\u00ed obraz v pixelovanou ka\u0161i.<\/p>\n<p><b>Loudplay<\/b><\/p>\n<p>Nezobrazil sa.<\/p>\n<p><b>Vortex<\/b><\/p>\n<p>Spustil se, ale s hroznou kvalitou obrazu. Je viditeln\u00e9 trh\u00e1n\u00ed a v\u00fdpadky. Hr\u00e1t za takov\u00fdch podm\u00ednek pravd\u011bpodobn\u011b nen\u00ed mo\u017en\u00e9.<\/p>\n<p><b>Stadia<\/b><\/p>\n<p>Viditeln\u00e9 trh\u00e1n\u00ed, co\u017e je jasn\u00fd ukazatel, \u017ee chyb\u00ed redundance. Obraz se zadr\u017e\u00ed, pot\u00e9 se objevuj\u00ed jin\u00e9 sn\u00edmky, doch\u00e1z\u00ed k v\u00fdpadku videostreamu. Hr\u00e1t se d\u00e1, pokud m\u00e1te velkou chu\u0165 a klinickou sklony k sebetr\u00fdzn\u011bn\u00ed.<\/p>\n<h4>Sc\u00e9n\u00e1\u0159 \u010d. 7. Nerovnom\u011brn\u00e9 ztr\u00e1ty 0,5%<\/h4>\n<p>\nNa 10 000 paket\u016f ztr\u00e1c\u00edme 40-70 paket\u016f za sebou. Ztr\u00e1c\u00edme 50 sn\u00edmk\u016f z 200.<\/p>\n<p>Situace typu \"form\u00e1ln\u00ed pi***ec\". V\u00e1\u0161 router sk\u0159\u00edpe, poskytovatel m\u00e1 hav\u00e1rii, dr\u00e1ty podrzeli hlodavci, ale vy p\u0159esto chcete hr\u00e1t v cloudu. Jakou slu\u017ebu si tedy vybrat? <\/p>\n<p><center><div class=\"youtube-placeholder\" data-id=\"ILrGrjrbh4g\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/ILrGrjrbh4g\/hqdefault.jpg\" alt=\"Prehrajte 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<b>GFN<\/b><\/p>\n<p>Hr\u00e1t je u\u017e velmi obt\u00ed\u017en\u00e9, pokud v\u016fbec mo\u017en\u00e9 \u2014 bitrate je velmi nizk\u00fd. Ztr\u00e1c\u00ed se sn\u00edmky, m\u00edsto norm\u00e1ln\u00edho obrazu vid\u00edme \"m\u00fddlo\". Sn\u00edmky se neobnovuj\u00ed \u2014 chyb\u00ed informace pro obnovu. Pokud GFN v\u016fbec obnova p\u0159edpokl\u00e1d\u00e1. To, jak agresivn\u011b se slu\u017eba sna\u017e\u00ed napravit situaci bitrate, vzbuzuje pochybnosti o jej\u00ed p\u0159ipravenosti pracovat s redundanc\u00ed. <\/p>\n<p><b>Playkey<\/b><\/p>\n<p>Existuje zkreslen\u00ed sn\u00edmku, obraz se chv\u011bje, to znamen\u00e1, \u017ee se prvky jednotliv\u00fdch sn\u00edmk\u016f opakuj\u00ed. Je vid\u011bt, \u017ee v\u011bt\u0161ina \"rozbit\u00e9ho\" sn\u00edmku byla obnovena z kus\u016f p\u0159edchoz\u00edho. To znamen\u00e1, \u017ee v nov\u00fdch sn\u00edmc\u00edch jsou \u010d\u00e1sti star\u00fdch sn\u00edmk\u016f. Ale obraz je p\u0159i tom v\u00edcem\u00e9n\u011b jasn\u00fd. Ovl\u00e1dat to lze, ale ve dynamick\u00fdch sc\u00e9n\u00e1ch, nap\u0159\u00edklad v boji, kde je pot\u0159eba dobr\u00e1 reakce \u2014 je to slo\u017eit\u00e9.<\/p>\n<p><b>Loudplay<\/b><\/p>\n<p>Nezobrazil sa.<\/p>\n<p><b>Vortex<\/b><\/p>\n<p>Spustil se, ale bylo by lep\u0161\u00ed, kdyby se nespustil \u2014 hr\u00e1t to nelze.<\/p>\n<p><b>Stadia<\/b><\/p>\n<p>Slu\u017eba za takov\u00fdch podm\u00ednek je nehrateln\u00e1. D\u016fvody \u2014 nutnost \u010dekat na sestaven\u00ed sn\u00edmku a slab\u00e1 redundance. <\/p>\n<h3>Kdo je v\u00edt\u011bz?<\/h3>\n<p>\nHodnotenie je, samozrejme, subjekt\u00edvne. V koment\u00e1roch sa m\u00f4\u017eeme dohadova\u0165. A prv\u00e9 miesto, samozrejme, patr\u00ed miestnemu PC. Pr\u00e1ve kv\u00f4li tomu, \u017ee cloudov\u00e9 slu\u017eby s\u00fa mimoriadne citliv\u00e9 na kvalitu siete, ktor\u00e1 je v re\u00e1lnom svete dos\u0165 nestabiln\u00e1, zost\u00e1va vlastn\u00fd hern\u00fd po\u010d\u00edta\u010d konkuren\u010dnou v\u00fdhodou. Ak v\u0161ak z nejak\u00fdch d\u00f4vodov nem\u00e1te, pozrite sa na hodnotenie.<\/p>\n<ol>\n<li>Miestny PC. O\u010dak\u00e1vane.<\/li>\n<li>Playkey<\/li>\n<li>GeForce Now<\/li>\n<li>Google Stadia<\/li>\n<li>Vortex<\/li>\n<li>Loudplay<\/li>\n<\/ol>\n<p>\nAko z\u00e1ver e\u0161te raz pripomeniem, \u017ee k\u013e\u00fa\u010dov\u00fa rolu v cloudovom hran\u00ed zohr\u00e1va stabilita vo\u010di probl\u00e9mom so sie\u0165ou:<\/p>\n<ul>\n<li><b>Ak\u00fd sie\u0165ov\u00fd protokol sa pou\u017e\u00edva.<\/b> Na prenos video streamu je najlep\u0161ie pou\u017ei\u0165 UDP. M\u00e1m podozrenie, \u017ee Loudplay pou\u017e\u00edva TCP, aj ke\u010f to presne neviem. Ale v\u00fdsledky testovania ste videli.<\/li>\n<li><b>Je implementovan\u00e1 odolnos\u0165 vo\u010di chyb\u00e1m k\u00f3dovania<\/b> (FEC \u2014 Forward Error Correction, zn\u00e1ma aj ako redundancia). Rovnako je d\u00f4le\u017eit\u00fd sp\u00f4sob, ak\u00fdm sa prisp\u00f4sobuje strat\u00e1m paketov. Ako sme videli, kvalita obrazu z\u00e1vis\u00ed od implement\u00e1cie v\u00fdrazne.<\/li>\n<li><b>Ako je nastaven\u00e1 adapt\u00e1cia bitrate. <\/b>Ak slu\u017eba zachra\u0148uje situ\u00e1ciu predov\u0161etk\u00fdm bitrate, m\u00e1 to v\u00e4\u010d\u0161\u00ed vplyv na obraz. K\u013e\u00fa\u010dom k \u00faspechu je krehk\u00e1 rovnov\u00e1ha medzi manipul\u00e1ciou s bitrate a redundanciou. <\/li>\n<li><b>Ako je nastaven\u00e9 post spracovanie.<\/b> Ak nast\u00e1vaj\u00fa probl\u00e9my, tak sn\u00edmky bu\u010f s\u00fa vymazan\u00e9, obnoven\u00e9, alebo doplnen\u00e9 fragmentmi star\u00fdch sn\u00edmok. <\/li>\n<li><b>Bl\u00edzkos\u0165 serverov k hr\u00e1\u010dovi a v\u00fdkon hardv\u00e9ru<\/b> taktie\u017e v\u00fdznamne ovplyv\u0148uje kvalitu hry, av\u0161ak to plat\u00ed aj pre ide\u00e1lnu sie\u0165. Ak je ping na servery pr\u00edli\u0161 vysok\u00fd, ani na ide\u00e1lnej sieti sa komfortne hra\u0165 ned\u00e1. S pingom v tomto v\u00fdskume sme nijako neexperimentovali. <\/li>\n<\/ul>\n<p>\nAko som s\u013e\u00fabila, tu je odkaz na<noindex><a rel=\"nofollow\" href=\"https:\/\/www.youtube.com\/channel\/UCggfBhPjs9JdlTbBFMvBeIg\/\"> surov\u00e9 vide\u00e1 z r\u00f4znych slu\u017eieb vo v\u0161etk\u00fdch pr\u00edpadoch<\/a><\/noindex>.<br \/>\n<br \/>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/post\/494180\/\">habr.com<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041e\u043a\u043e\u043b\u043e \u0433\u043e\u0434\u0430 \u043d\u0430\u0437\u0430\u0434 \u044f \u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043b\u0430 \u0441\u0442\u0430\u0442\u044c\u044e \u00ab\u041e\u0431\u043b\u0430\u0447\u043d\u044b\u0435 \u0438\u0433\u0440\u044b: \u043e\u0446\u0435\u043d\u043a\u0430 \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u0435\u0439 \u0441\u0435\u0440\u0432\u0438\u0441\u043e\u0432 \u0434\u043b\u044f \u0438\u0433\u0440\u044b \u043d\u0430 \u0441\u043b\u0430\u0431\u044b\u0445 \u041f\u041a \u0438\u0437 \u043f\u0435\u0440\u0432\u044b\u0445 \u0440\u0443\u043a\u00bb. \u0412 \u043d\u0435\u0439 \u0430\u043d\u0430\u043b\u0438\u0437\u0438\u0440\u043e\u0432\u0430\u043b\u0438\u0441\u044c \u043f\u043b\u044e\u0441\u044b \u0438 \u043c\u0438\u043d\u0443\u0441\u044b \u0440\u0430\u0437\u043d\u044b\u0445 \u0441\u0435\u0440\u0432\u0438\u0441\u043e\u0432 \u0434\u043b\u044f \u043e\u0431\u043b\u0430\u0447\u043d\u044b\u0445 \u0438\u0433\u0440 \u043d\u0430 \u0441\u043b\u0430\u0431\u044b\u0445 \u041f\u041a. \u042f \u0432 \u0445\u043e\u0434\u0435 \u0438\u0433\u0440\u044b \u0442\u0435\u0441\u0442\u0438\u0440\u043e\u0432\u0430\u043b\u0430 \u043a\u0430\u0436\u0434\u044b\u0439 \u0441\u0435\u0440\u0432\u0438\u0441 \u0438 \u043f\u043e\u0434\u0435\u043b\u0438\u043b\u0430\u0441\u044c \u0432 \u0438\u0442\u043e\u0433\u0435 \u043e\u0431\u0449\u0438\u043c \u0432\u043f\u0435\u0447\u0430\u0442\u043b\u0435\u043d\u0438\u0435\u043c. \u0412 \u043a\u043e\u043c\u043c\u0435\u043d\u0442\u0430\u0440\u0438\u044f\u0445 \u043a \u0442\u043e\u0439 \u0438 \u0434\u0440\u0443\u0433\u0438\u043c \u043f\u043e\u0445\u043e\u0436\u0438\u043c \u0441\u0442\u0430\u0442\u044c\u044f\u043c \u0447\u0438\u0442\u0430\u0442\u0435\u043b\u0438 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":75971,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[688],"tags":[],"class_list":["post-75970","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-administrirovanie"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.4 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041e\u043a\u043e\u043b\u043e \u0433\u043e\u0434\u0430 \u043d\u0430\u0437\u0430\u0434 \u044f.\" 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