{"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\/sq\/blog\/administrirovanie\/kak-ustroena-oblachnaya-igrovaya-platforma-dlya-b2b-i-b2c-klientov-resheniya-dlya-otlichnoj-kartinki-i-borby-s-poslednej-milej","title":{"rendered":"How the cloud gaming platform is structured for B2B and B2C clients. Solutions for great visuals and combating the last mile","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Loj\u00ebrat n\u00eb cloud <noindex><a rel=\"nofollow\" href=\"https:\/\/gizmodo.com\/new-technology-changes-were-excited-about-for-2019-1831152733\">quhen<\/a><\/noindex> nj\u00eb nga teknologjit\u00eb kryesore p\u00ebr t\u00eb cilat duhet t\u00eb kemi kujdes tani. P\u00ebr 6 vjet, ky treg do t\u00eb rritet 10 her\u00eb - nga 45 milion dollar\u00eb n\u00eb vitin 2018 n\u00eb 450 milion dollar\u00eb n\u00eb vitin 2024. Gigant\u00ebt teknologjik\u00eb kan\u00eb nisur t\u00eb eksplorojn\u00eb k\u00ebt\u00eb ni\u015f\u00eb: Google dhe Nvidia kan\u00eb lan\u00e7uar versionet beta t\u00eb sh\u00ebrbimeve t\u00eb tyre p\u00ebr loj\u00ebrat n\u00eb cloud, nd\u00ebrsa Microsoft, EA, Ubisoft, Amazon dhe Verizon po p\u00ebrgatiten t\u00eb hyjn\u00eb n\u00eb sken\u00eb. <\/p>\n<p>P\u00ebr lojtar\u00ebt, kjo do t\u00eb thot\u00eb se shum\u00eb shpejt ata do t\u00eb mund t\u00eb ndalin s\u00eb shpenzuari para p\u00ebr azhurnimin e harduerit dhe t\u00eb luajn\u00eb loj\u00ebra t\u00eb fuqishme n\u00eb kompjuter\u00eb t\u00eb dob\u00ebt. A \u00ebsht\u00eb e leverdishme p\u00ebr pjes\u00ebmarr\u00ebsit e tjer\u00eb t\u00eb ekosistemit? Po flasim p\u00ebr arsyet pse loj\u00ebrat n\u00eb cloud do t\u00eb rrisin fitimet e tyre dhe si e kemi krijuar teknologjin\u00eb q\u00eb lejon leht\u00ebsin\u00eb e hyrjes n\u00eb nj\u00eb treg premtues.<\/p>\n<p><img decoding=\"async\" alt=\"How the cloud gaming platform is structured for B2B and B2C clients. Solutions for great visuals and combating the last mile\" 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>Botuesit, zhvilluesit, prodhuesit e televizor\u00ebve dhe operator\u00ebt e sh\u00ebrbimeve: \u00e7far\u00eb do t\u00eb thot\u00eb kjo p\u00ebr ta me loj\u00ebrat n\u00eb cloud?<\/h1>\n<p>\nBotuesit dhe zhvilluesit e loj\u00ebrave jan\u00eb t\u00eb interesuar q\u00eb t\u00eb ofrojn\u00eb produktin e tyre sa m\u00eb shpejt p\u00ebr shumic\u00ebn e lojtar\u00ebve. Aktualisht, sipas t\u00eb dh\u00ebnave tona, 70% e bler\u00ebsve potencial\u00eb nuk arrijn\u00eb t\u00eb fillojn\u00eb loj\u00ebn - ata nuk presin ngarkimin e klientit dhe skedarit t\u00eb instalimit q\u00eb peshojn\u00eb disa gigabajt\u00eb. Megjithat\u00eb, 60% e p\u00ebrdoruesve, <noindex><a rel=\"nofollow\" href=\"https:\/\/store.steampowered.com\/hwsurvey\/videocard\/\">duke gjykuar nga kartat e tyre grafike<\/a><\/noindex>, nuk mund ta fillojn\u00eb dot loj\u00ebrat e fuqishme (nivel AAA) n\u00eb kompjuter\u00ebt e tyre me cil\u00ebsi t\u00eb pranueshme. Loj\u00ebrat n\u00eb cloud mund t\u00eb zgjidhin k\u00ebt\u00eb problem - ato jo vet\u00ebm q\u00eb nuk do t\u00eb ulin fitimet e botuesve dhe zhvilluesve, por do t'i ndihmojn\u00eb ata t\u00eb rrisin audienc\u00ebn paguese.<\/p>\n<p>N\u00eb m\u00ebnyr\u00eb t\u00eb ngjashme, prodhuesit e televizor\u00ebve dhe pajisjeve t\u00eb televizionit po shqyrtojn\u00eb loj\u00ebrat n\u00eb cloud. N\u00eb epok\u00ebn e sht\u00ebpive t\u00eb men\u00e7ura dhe ndihm\u00ebsve vocal\u00eb, ata duhet t\u00eb konkurrojn\u00eb gjithnj\u00eb e m\u00eb shum\u00eb p\u00ebr v\u00ebmendjen e p\u00ebrdoruesve, dhe funksionaliteti i loj\u00ebrave \u00ebsht\u00eb m\u00ebnyra kryesore p\u00ebr t\u00eb t\u00ebrhequr k\u00ebt\u00eb v\u00ebmendje. Me loj\u00ebrat n\u00eb cloud t\u00eb integruara, klienti i tyre do t\u00eb mund t\u00eb filloj\u00eb loj\u00ebra moderne direkt n\u00eb televizor, duke paguar sh\u00ebrbimin prodhuesit.<\/p>\n<p><img decoding=\"async\" alt=\"How the cloud gaming platform is structured for B2B and B2C clients. Solutions for great visuals and combating the last mile\" src=\"\/wp-content\/uploads\/2019\/04\/476a542c34d8d97ff24cf4752e2143ca.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nNj\u00eb tjet\u00ebr aktor potencialisht aktiv n\u00eb ekosistemin e teknologjis\u00eb \u00ebsht\u00eb operator\u00ebt e komunikimeve. M\u00ebnyra e tyre p\u00ebr t\u00eb rritur t\u00eb ardhurat \u00ebsht\u00eb duke ofruar sh\u00ebrbime t\u00eb tjera. Gaming-u \u00ebsht\u00eb nj\u00eb nga ato sh\u00ebrbime q\u00eb operator\u00ebt e kan\u00eb filluar t\u00eb aplikojn\u00eb aktivisht. Rostelekom ka lan\u00e7uar tarif\u00ebn 'Gaming', nd\u00ebrsa Akado ofron akses n\u00eb sh\u00ebrbimin ton\u00eb Playkey. K\u00ebtu nuk flasim vet\u00ebm p\u00ebr operator\u00ebt e internetit me band\u00eb t\u00eb gjer\u00eb. Operator\u00ebt mobil\u00eb, me shp\u00ebrndarjen e shpejt\u00eb t\u00eb 5G, gjithashtu mund t\u00eb b\u00ebjn\u00eb q\u00eb gaming-u n\u00eb cloud t\u00eb jet\u00eb burim i ri t\u00eb ardhurash. <\/p>\n<p>Megjith\u00ebse perspektivat jan\u00eb optimiste, hyrja n\u00eb treg nuk \u00ebsht\u00eb aq e leht\u00eb. T\u00eb gjitha sh\u00ebrbimet ekzistuese, p\u00ebrfshir\u00eb produktet e gjigant\u00ebve teknologjik\u00eb, deri m\u00eb tani nuk kan\u00eb arritur t\u00eb tejkalojn\u00eb plot\u00ebsisht problemin e 'miljes s\u00eb fundit'. Kjo do t\u00eb thot\u00eb se p\u00ebr shkak t\u00eb mang\u00ebsive n\u00eb rrjetin brenda sht\u00ebpis\u00eb ose apartamentit, shpejt\u00ebsit\u00eb e internetit p\u00ebr p\u00ebrdoruesit nuk jan\u00eb t\u00eb mjaftueshme p\u00ebr funksionimin korrekt t\u00eb gaming-ut n\u00eb cloud.<\/p>\n<p><img decoding=\"async\" alt=\"How the cloud gaming platform is structured for B2B and B2C clients. Solutions for great visuals and combating the last mile\" src=\"\/wp-content\/uploads\/2019\/04\/e124ae7778cc9b3754a51cb1f23c1525.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Shikoni si zbehet sinjali WiFi, duke u shp\u00ebrndar\u00eb nga router-i n\u00ebp\u00ebr apartament.<\/i><\/p>\n<p>Lojtar\u00ebt q\u00eb jan\u00eb prej nj\u00eb kohe t\u00eb gjat\u00eb n\u00eb treg dhe kan\u00eb burime t\u00eb fuqishme po punojn\u00eb gradualisht p\u00ebr zgjidhjen e k\u00ebtij problemi. Por, t\u00eb lan\u00e7osh lojrat e tua n\u00eb cloud nga fillimi n\u00eb vitin 2019 do t\u00eb thot\u00eb t\u00eb shpenzosh shum\u00eb para, koh\u00eb dhe, ndoshta, t\u00eb mos krijosh kurr\u00eb nj\u00eb zgjidhje efektive. P\u00ebr t\u00eb ndihmuar t\u00eb gjith\u00eb aktor\u00ebt e ekosistemit t\u00eb zhvillohen n\u00eb nj\u00eb treg q\u00eb po rritet me shpejt\u00ebsi, ne zhvilluam nj\u00eb teknologji q\u00eb mund\u00ebson lan\u00e7imin e shpejt\u00eb dhe t\u00eb lir\u00eb t\u00eb sh\u00ebrbimit tuaj t\u00eb gaming-ut n\u00eb cloud.<\/p>\n<h2>Si e krijuam teknologjin\u00eb q\u00eb do t\u00eb lejoj\u00eb nj\u00eb lan\u00e7im t\u00eb leht\u00eb t\u00eb sh\u00ebrbimit tuaj t\u00eb gaming-ut n\u00eb cloud.<\/h2>\n<p>\nTeknologjin\u00eb ton\u00eb t\u00eb gaming-ut n\u00eb cloud, Playkey, filluam ta zhvillojm\u00eb q\u00eb n\u00eb vitin 2012. N\u00eb vitin 2014 u b\u00eb lan\u00e7imi komercial, dhe deri n\u00eb vitin 2016, sh\u00ebrbimin e p\u00ebrdor\u00ebn t\u00eb pakt\u00ebn 2.5 milion lojtar\u00eb. Gjat\u00eb gjith\u00eb zhvillimit, kemi par\u00eb interes jo vet\u00ebm nga lojtar\u00ebt, por edhe nga prodhuesit e pajisjeve TV dhe operator\u00ebt e komunikimeve. Me NetByNet dhe 'Er-Telekom' kemi lan\u00e7uar disa projekte pilot. N\u00eb vitin 2018, ne vendos\u00ebm se produkti yn\u00eb ka nj\u00eb t\u00eb ardhme B2B. <\/p>\n<p>T\u00eb zhvillojm\u00eb nj\u00eb variant integrimi t\u00eb cloud gaming p\u00ebr secil\u00ebn kompani, si\u00e7 kemi b\u00ebr\u00eb n\u00eb projektet pilot, \u00ebsht\u00eb problematike. \u00c7do implementim i till\u00eb zgjati nga tre muaj deri n\u00eb gjasht\u00eb muaj. Pse? T\u00eb gjith\u00eb kan\u00eb pajisje dhe sisteme operative t\u00eb ndryshme: dikush e ka t\u00eb nevojshme cloud gaming n\u00eb nj\u00eb konsol Android, nd\u00ebrsa dikush tjet\u00ebr \u2014 si iFrame n\u00eb nd\u00ebrfaqen web t\u00eb llogaris\u00eb personale p\u00ebr transmetimin n\u00eb kompjuter\u00eb. Gjithashtu, t\u00eb gjith\u00eb kan\u00eb dizajn t\u00eb ndrysh\u00ebm, faturim (nj\u00eb bot\u00eb e ve\u00e7ant\u00eb!) dhe ve\u00e7anti t\u00eb tjera. U b\u00eb e qart\u00eb se duhet ose t\u00eb rritet ekipi i zhvillimit dhjet\u00eb her\u00eb, ose t\u00eb b\u00ebhet nj\u00eb zgjidhje B2B kutie maksimalisht universale. <\/p>\n<p>N\u00eb mars 2019 lan\u00e7uam <noindex><a rel=\"nofollow\" href=\"http:\/\/remoteclick.net\/ru\">Remote Click<\/a><\/noindex>. Ky \u00ebsht\u00eb nj\u00eb softuer q\u00eb kompanit\u00eb mund ta instalojn\u00eb n\u00eb server\u00ebt e tyre dhe t\u00eb ken\u00eb nj\u00eb sh\u00ebrbim funksional t\u00eb lojrave n\u00eb cloud. Si do t\u00eb duket kjo p\u00ebr p\u00ebrdoruesin? Ai do t\u00eb shoh\u00eb n\u00eb faqen e tij t\u00eb zakonshme nj\u00eb buton q\u00eb lejon nisjen e loj\u00ebs n\u00eb cloud. Pasi t\u00eb klikoj\u00eb, loja do t\u00eb nis\u00eb n\u00eb serverin e kompanis\u00eb, dhe p\u00ebrdoruesi do t\u00eb shoh\u00eb transmetimin dhe do t\u00eb mund t\u00eb luaj\u00eb n\u00eb m\u00ebnyr\u00eb t\u00eb larg\u00ebt. K\u00ebshtu do t\u00eb dukej n\u00eb sh\u00ebrbimet populare t\u00eb shp\u00ebrndarjes digjitale t\u00eb lojrave.<\/p>\n<p><img decoding=\"async\" alt=\"How the cloud gaming platform is structured for B2B and B2C clients. Solutions for great visuals and combating the last mile\" src=\"\/wp-content\/uploads\/2019\/04\/acbb9a9119e7f06d26f1144ad3438f14.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<img decoding=\"async\" alt=\"How the cloud gaming platform is structured for B2B and B2C clients. Solutions for great visuals and combating the last mile\" src=\"\/wp-content\/uploads\/2019\/04\/95f7d170cac809c8583c27fc9bb04f6f.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h1>Lufta aktive p\u00ebr cil\u00ebsi. Po ashtu dhe pasive.<\/h1>\n<p>\nSi e p\u00ebrballon Remote Click barrierat e shumta teknike, tani do t'ju tregojm\u00eb. Cloud gaming i val\u00ebs s\u00eb par\u00eb (p.sh., OnLive) u shkat\u00ebrrua nga cil\u00ebsia e dob\u00ebt e internetit t\u00eb p\u00ebrdoruesve. At\u00ebher\u00eb, n\u00eb 2010, shpejt\u00ebsia mesatare e lidhjes me internet n\u00eb SHBA <noindex><a rel=\"nofollow\" href=\"https:\/\/resources.newzoo.com\/hubfs\/Newzoo_Cloud_Gaming_Report.pdf\">ishte<\/a><\/noindex> vet\u00ebm 4,7 Mbps. Deri n\u00eb vitin 2017 ajo u rrit n\u00eb 18,7 Mbps, dhe s\u00eb shpejti do t\u00eb ket\u00eb 5G dhe do t\u00eb filloj\u00eb nj\u00eb epok\u00eb t\u00eb re. Megjithat\u00eb, p\u00ebrderisa n\u00eb p\u00ebrgjith\u00ebsi infrastruktura \u00ebsht\u00eb e gatshme p\u00ebr cloud gaming, problemin e p\u00ebrmendur 'mili i fundit' mbetet. <\/p>\n<p>Nj\u00ebra an\u00eb e saj, t\u00eb cil\u00ebn ne e quajm\u00eb objektive: p\u00ebrdoruesi v\u00ebrtet ka probleme me rrjetin. P\u00ebr shembull, operatori nuk ofron shpejt\u00ebsin\u00eb maksimale t\u00eb deklaruar. Ose p\u00ebrdoret WiFi 2,4 GHz, i zhurmuar nga mikroval\u00ebt dhe nga maus\u00eb t\u00eb telekomanduar.<\/p>\n<p>An odd aspect we refer to as subjective: the user is often unaware of their network issues (they don't know what they don't know)! At best, they're convinced that since the operator sells them a plan for 100 Mbps, they have an internet speed of 100 Mbps. At worst, they have no idea what a router is, dividing the internet into blue and colored. A real-life case from case development. <\/p>\n<p><img decoding=\"async\" alt=\"How the cloud gaming platform is structured for B2B and B2C clients. Solutions for great visuals and combating the last mile\" src=\"\/wp-content\/uploads\/2019\/04\/da743f658d29fcc20f36825218eb9c71.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Blue and colored internet.<\/i><\/p>\n<p>But both aspects of the 'last mile' issue are solvable. At Remote Click, we utilize both active and passive mechanisms for this purpose. Below is a detailed account of how they overcome obstacles.<\/p>\n<h3>Active mechanisms<\/h3>\n<p>\n<b>1. Effective error-resistant coding of transmitted data, a.k.a. redundancy (FEC \u2014 Forward Error Correction) <br \/>\n<\/b><br \/>\nWhen transmitting video data from the server to the client, error-resistant coding is employed. This allows us to restore the original data even when it is partially lost due to network issues. What makes our solution effective? <\/p>\n<ol>\n<li><b>Shpejt\u00ebsia. <\/b>Encoding and decoding are performed very quickly. Even on 'weak' computers, the operation takes no more than 1 ms for 0.5 MB of data. Thus, encoding and decoding add almost no delay when gaming in the cloud. The importance of this can't be overstated. \n<\/li>\n<\/ol>\n<p><\/p>\n<ol>\n<li><b>Maximum data restoration potential.<\/b> Namely, the ratio of the redundant volume of data to the potentially recoverable volume. In our case, the ratio = 1. Suppose we need to transmit 1 MB of video. If we add 300 KB of additional data during encoding (this is called redundancy), then during decoding, to restore 1 original megabyte, we only need any 1 MB from the total of 1.3 MB sent by the server. In other words, we can lose 300 KB and still restore the original data. As can be seen, 300 \/ 300 = 1. This is the maximum possible efficiency.\n<\/li>\n<li><b>Flexibility in configuring additional data volume during encoding. <\/b>We can adjust the individual level of redundancy for each video frame that needs to be transmitted over the network. For instance, noticing issues in the network, we can increase or decrease the level of redundancy. \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=\"Luaj videon\" 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>Playing Doom via Playkey on a Core i3, 4 GB RAM, MSI GeForce GTX 750.<\/i><\/p>\n<p><b>2. Data resending<br \/>\n<\/b><br \/>\nNj\u00eb m\u00ebnyr\u00eb alternative p\u00ebr t\u00eb luftuar humbjet \u00ebsht\u00eb t\u00eb k\u00ebrkosh t\u00eb dh\u00ebna p\u00ebrs\u00ebri. P\u00ebr shembull, n\u00ebse serveri dhe p\u00ebrdoruesi ndodhen n\u00eb Mosk\u00eb, vonesa gjat\u00eb transmetimit nuk do t\u00eb kaloj\u00eb 5 ms. Me k\u00ebt\u00eb vler\u00eb, aplikacioni i klientit do t\u00eb ket\u00eb koh\u00eb t\u00eb k\u00ebrkoj\u00eb dhe t\u00eb marr p\u00ebrs\u00ebri nga serveri pjes\u00ebn e humbur t\u00eb t\u00eb dh\u00ebnave pa u v\u00ebn\u00eb re nga p\u00ebrdoruesi. Sistemi yn\u00eb vendos vet\u00eb se kur t\u00eb aplikoj\u00eb tep\u00ebrsin\u00eb dhe kur t\u00eb p\u00ebrdor\u00eb rikthimin. <\/p>\n<p><b>3. Konfigurimi individual i transmetimit t\u00eb t\u00eb dh\u00ebnave <br \/>\n<\/b><br \/>\nP\u00ebr t\u00eb zgjedhur m\u00ebnyr\u00ebn optimale p\u00ebr t\u00eb luftuar humbjet, algoritmi yn\u00eb analizon lidhjen rrjet t\u00eb p\u00ebrdoruesit dhe p\u00ebrshtat sistemin e transmetimit t\u00eb t\u00eb dh\u00ebnave individualisht p\u00ebr \u00e7do rast. <\/p>\n<p>Ai sheh:<\/p>\n<ul>\n<li>lloji i lidhjes (Ethernet, WiFi, 3G etj.);<\/li>\n<li>frekuenc\u00ebn e p\u00ebrdorur t\u00eb WiFi \u2014 2.4 GHz ose 5 GHz;\n<\/li>\n<li>forc\u00ebn e sinjalit WiFi.\n<\/li>\n<\/ul>\n<p>\nN\u00ebse rendisim lidhjet sipas humbjeve dhe vonesave, m\u00eb t\u00eb besueshme natyrisht \u00ebsht\u00eb kablli. P\u00ebrdorimi i Ethernetit e b\u00ebn t\u00eb rrall\u00eb humbjen, dhe vonesat n\u00eb \"miljen e fundit\" jan\u00eb jasht\u00ebzakonisht t\u00eb pap\u00ebrfillshme. M\u00eb pas vjen WiFi 5 GHz dhe vet\u00ebm pastaj WiFi 2.4 GHz. Lidhjet celulare jan\u00eb krejt\u00ebsisht t\u00eb dob\u00ebta, presim 5G.<\/p>\n<p><img decoding=\"async\" alt=\"How the cloud gaming platform is structured for B2B and B2C clients. Solutions for great visuals and combating the last mile\" src=\"\/wp-content\/uploads\/2019\/04\/4c1eb39a8222c30d635009d0b10f69e5.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nKur p\u00ebrdoret WiFi, sistemi automatikisht konfigurues adaptorin e p\u00ebrdoruesit, duke e kaluar at\u00eb n\u00eb modalitetin m\u00eb t\u00eb p\u00ebrshtatsh\u00ebm p\u00ebr p\u00ebrdorim n\u00eb cloud (p\u00ebr shembull, fikja e kursimit t\u00eb energjis\u00eb).<\/p>\n<p><b>4. Konfigurimi individual i kodimit<br \/>\n<\/b><br \/>\nStreaming i videove ekziston fal\u00eb kodek\u00ebve \u2014 programe t\u00eb kompresimit dhe rikthimit t\u00eb t\u00eb dh\u00ebnave video. N\u00eb formatin e pa kompresuar, nj\u00eb sekond\u00eb video leht\u00ebsisht kalon nj\u00ebqind megabajt, nd\u00ebrsa kodeku e zvog\u00eblon k\u00ebt\u00eb sasi me nj\u00eb rend. Ne kemi kodek\u00ebt H264 dhe H265 n\u00eb dispozicion. <\/p>\n<p>H264 \u00ebsht\u00eb m\u00eb popullori. Prodhuar nga t\u00eb gjitha prodhuesit e m\u00ebdhenj t\u00eb kartave grafike p\u00ebr rreth nj\u00eb dekad\u00eb. H265 \u00ebsht\u00eb pasardh\u00ebsi i guximsh\u00ebm i tij. Mb\u00ebshtetja harduerike p\u00ebr t\u00eb filloi rreth pes\u00eb vjet m\u00eb par\u00eb. Kodimi dhe dekodimi n\u00eb H265 k\u00ebrkon m\u00eb shum\u00eb burime, megjithat\u00eb cil\u00ebsia e imazhit t\u00eb kompresuar \u00ebsht\u00eb duksh\u00ebm m\u00eb e lart\u00eb se ajo n\u00eb H264. Dhe pa rritjen e volumit! <\/p>\n<p><img decoding=\"async\" alt=\"How the cloud gaming platform is structured for B2B and B2C clients. Solutions for great visuals and combating the last mile\" src=\"\/wp-content\/uploads\/2019\/04\/be559cad6af54c05b345625b49edb692.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nCilin kodek t\u00eb zgjedhim dhe cilat parametra t\u00eb kodimit duhet t\u00eb vendosim p\u00ebr p\u00ebrdoruesin p\u00ebrkat\u00ebs, n\u00eb var\u00ebsi t\u00eb \"hekurit\" t\u00eb tij? Nj\u00eb detyr\u00eb e papritur, q\u00eb zgjidhet automatikisht nga ne. Sistemi inteligjent analizon mund\u00ebsit\u00eb e pajisjeve, vendos parametrat optimal\u00eb t\u00eb koduesit dhe zgjedh dekoderin n\u00eb an\u00ebn e klientit.<\/p>\n<p><b>5. Kompensimi i humbjeve<br \/>\n<\/b><br \/>\nNuk ishim t\u00eb pranojm\u00eb, por as ne nuk jemi t\u00eb p\u00ebrsosur. Disa t\u00eb dh\u00ebna, t\u00eb humbura n\u00eb thell\u00ebsit\u00eb e rrjetit, nuk mund t\u00eb rikthehen dhe ne nuk kemi koh\u00eb t'i d\u00ebrgojm\u00eb p\u00ebrs\u00ebri. Por edhe n\u00eb k\u00ebt\u00eb rast ka nj\u00eb zgjidhje. <\/p>\n<p>P\u00ebr shembull, rregullimi i bitrate. Algoritmi yn\u00eb monitoron vazhdimisht volumet e t\u00eb dh\u00ebnave q\u00eb d\u00ebrgohen nga serveri te klienti. Ai regjistron \u00e7do mang\u00ebsi dhe madje parashikon humbjet e mundshme n\u00eb t\u00eb ardhmen. Detyra e tij \u00ebsht\u00eb t\u00eb v\u00ebrej\u00eb n\u00eb koh\u00eb, dhe idealisht t\u00eb parashikoj\u00eb, kur humbjet do t\u00eb arrijn\u00eb nj\u00eb vler\u00eb kritike dhe do t\u00eb fillojn\u00eb t\u00eb krijojn\u00eb pengesa t\u00eb dukshme p\u00ebr p\u00ebrdoruesin n\u00eb ekran. Dhe n\u00eb at\u00eb moment, t\u00eb korrigjoj\u00eb volumin e t\u00eb dh\u00ebnave q\u00eb d\u00ebrgohen (bitrate). <\/p>\n<p><img decoding=\"async\" alt=\"How the cloud gaming platform is structured for B2B and B2C clients. Solutions for great visuals and combating the last mile\" src=\"\/wp-content\/uploads\/2019\/04\/81ab78f8bd962a52596e87db8de990c3.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nGjithashtu, ne p\u00ebrdorim invalidimin e kadrove t\u00eb pap\u00ebrfunduara dhe mekanizmin e kadrove referuese n\u00eb rrjedh\u00ebn e videos. T\u00eb dy mjetet zvog\u00eblojn\u00eb numrin e artefakteve t\u00eb dukshme. K\u00ebshtu q\u00eb edhe n\u00eb rast t\u00eb shkeljeve serioze n\u00eb d\u00ebrgimin e t\u00eb dh\u00ebnave, imazhi n\u00eb ekran mbetet i pranuesh\u00ebm, dhe loja \u00ebsht\u00eb e luajtshme. <\/p>\n<p><b>6. D\u00ebrgimi i shp\u00ebrndar\u00eb<br \/>\n<\/b><br \/>\nD\u00ebrgimi i shp\u00ebrndar\u00eb n\u00eb koh\u00eb gjithashtu rrit cil\u00ebsin\u00eb e streaming-ut. Si t\u00eb shp\u00ebrndahet, varet nga treguesit konkret\u00eb n\u00eb rrjet, p\u00ebr shembull, pranin\u00eb e humbjeve, pingut dhe faktor\u00eb t\u00eb tjer\u00eb. Algoritmi yn\u00eb i analizon dhe zgjedh opsionin optimal. Ndonj\u00ebher\u00eb shp\u00ebrndarja n\u00eb nj\u00eb interval prej disa milisekondash zvog\u00eblon humbjet ndjesh\u00ebm.<\/p>\n<p><b>7. Zvog\u00eblimi i vones\u00ebs<br \/>\n<\/b><br \/>\nNj\u00eb nga karakteristikat ky\u00e7e kur luani p\u00ebrmes cloud-it \u00ebsht\u00eb vonesa. Sa m\u00eb e vog\u00ebl t\u00eb jet\u00eb, aq m\u00eb komode \u00ebsht\u00eb loja. Vonesa mund t\u00eb ndahet n\u00eb dy pjes\u00eb:<\/p>\n<ul>\n<li>vones\u00ebn rrjetore ose vones\u00ebn n\u00eb d\u00ebrgimin e t\u00eb dh\u00ebnave;\n<\/li>\n<\/ul>\n<p><\/p>\n<ul>\n<li>vones\u00ebn e sistemit (marrja e kontrollit n\u00eb an\u00ebn e klientit, kapja e imazhit n\u00eb server, kodimi i imazhit, mekanizmat e p\u00ebrmendur m\u00eb sip\u00ebr p\u00ebr p\u00ebrshtatjen e t\u00eb dh\u00ebnave p\u00ebr d\u00ebrgim, grumbullimi i t\u00eb dh\u00ebnave n\u00eb klient, dekodimi i imazhit dhe vizatimi i tij).\n<\/li>\n<\/ul>\n<p>\nVonesa rrjetore varet nga infrastruktura dhe \u00ebsht\u00eb e v\u00ebshtir\u00eb p\u00ebr t'u luftuar. N\u00ebse kablli \u00ebsht\u00eb kafshuar nga miu, vall\u00ebzimet me bubullim nuk do ndihmojn\u00eb. Por vonesa e sistemit mund t\u00eb zvog\u00eblohet ndjesh\u00ebm dhe cil\u00ebsia e loj\u00ebs n\u00eb cloud p\u00ebr lojtarin do t\u00eb ndryshoj\u00eb radikalisht. P\u00ebrve\u00e7 kodimit t\u00eb p\u00ebrmendur me q\u00ebndres\u00eb ndaj pengesave dhe konfigurimeve t\u00eb personalizuara, ne p\u00ebrdorim edhe dy mekanizma t\u00eb tjer\u00eb. <\/p>\n<ol>\n<li>Marrja e shpejt\u00eb e t\u00eb dh\u00ebnave nga pajisjet e kontrollit (tastier\u00eb, maus) n\u00eb an\u00ebn e klientit. Edhe n\u00eb kompjuter\u00eb t\u00eb dob\u00ebt, p\u00ebr k\u00ebt\u00eb mjafton 1-2 ms.\n<\/li>\n<li>Renderimi i kursorit t\u00eb sistemit n\u00eb klient. T\u00eb dh\u00ebnat e mausit p\u00ebrpunohen jo n\u00eb serverin e larg\u00ebt, por n\u00eb klientin Playkey n\u00eb kompjuterin e p\u00ebrdoruesit, pra pa ndonj\u00eb vones\u00eb. Po, kjo nuk ndikon n\u00eb kontrollin real n\u00eb loj\u00eb, por e r\u00ebnd\u00ebsishme k\u00ebtu \u00ebsht\u00eb perceptimi njer\u00ebzor. \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=\"Luaj videon\" 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>Renderimi i kursorit pa vones\u00eb n\u00eb Playkey p\u00ebr shembullin e Apex Legends <\/i><\/p>\n<p>Me p\u00ebrdorimin e teknologjis\u00eb son\u00eb, me vones\u00eb rrjetore prej 0 ms dhe funksionimin me video n\u00eb 60 FPS, vonesa e t\u00ebr\u00eb sistemit nuk tejkalon 35 ms.<\/p>\n<h3>Mekanizmat pasiv\u00eb<\/h3>\n<p>\nNga p\u00ebrvoja jon\u00eb, shum\u00eb p\u00ebrdorues kan\u00eb nj\u00eb p\u00ebrfytyrim t\u00eb dob\u00ebt se si pajisjet e tyre lidhen me internetin. N\u00eb intervistat me lojtar\u00ebt, u zbulua se disa nuk din\u00eb se \u00e7far\u00eb \u00ebsht\u00eb nj\u00eb router. Dhe kjo \u00ebsht\u00eb e pranueshme! Nuk \u00ebsht\u00eb e nevojshme t\u00eb dish p\u00ebrb\u00ebrjen e nj\u00eb motori me avull p\u00ebr t\u00eb udh\u00ebtuar me makin\u00eb. Nuk duhet t\u00eb k\u00ebrkoni njohuri t\u00eb nj\u00eb administratori sistemi p\u00ebr t\u00eb luajtur. <\/p>\n<p>Megjithat\u00eb, disa \u00e7\u00ebshtje teknike jan\u00eb t\u00eb r\u00ebnd\u00ebsishme p\u00ebr tu shpjeguar, n\u00eb m\u00ebnyr\u00eb q\u00eb lojtar\u00ebt t\u00eb mund t\u00eb heqin barrierat nga ana e tyre. Dhe ne i ndihmojm\u00eb ata. <\/p>\n<p><b>1. Indikatori i mb\u00ebshtetjes WiFi 5 GHz<br \/>\n<\/b><br \/>\nKemi th\u00ebn\u00eb m\u00eb sip\u00ebr se shohim standardin Wi-Fi \u2014 5 GHz ose 2.4 GHz. Gjithashtu, ne e dim\u00eb n\u00ebse adapteri rrjetit t\u00eb pajisjes s\u00eb p\u00ebrdoruesit mb\u00ebshtet mund\u00ebsin\u00eb e pun\u00ebs n\u00eb 5 GHz. N\u00ebse po, ne rekomandojm\u00eb p\u00ebrdorimin e k\u00ebtij intervali. Nuk mund t\u00eb ndryshojm\u00eb vet\u00eb frekuenc\u00ebn ende, pasi nuk shohim karakteristikat e routerit. <\/p>\n<p><b>2. Indikatori i forc\u00ebs s\u00eb sinjalit WiFi<br \/>\n<\/b><br \/>\nDisa p\u00ebrdorues mund t\u00eb ken\u00eb nj\u00eb sinjal WiFi t\u00eb dob\u00ebt, edhe n\u00ebse interneti funksionon mir\u00eb dhe duket me shpejt\u00ebsi t\u00eb pranuar. Problemi do t\u00eb shfaqet pik\u00ebrisht kur b\u00ebhet fjal\u00eb p\u00ebr loj\u00ebrat n\u00eb re, t\u00eb cilat i n\u00ebnshtrojn\u00eb rrjetin provave reale. <\/p>\n<p>Intensiteti i sinjalit ndikohet nga pengesat \u2014 p\u00ebr shembull, muret \u2014 dhe nga nd\u00ebrhyrjet e pajisjeve t\u00eb tjera. Edhe mikroval\u00ebt emitojn\u00eb shum\u00eb. Si rezultat, ndodhin humbje q\u00eb nuk jan\u00eb t\u00eb dukshme gjat\u00eb p\u00ebrdorimit t\u00eb internetit, por jan\u00eb kritike p\u00ebr loj\u00ebn p\u00ebrmes cloud-it. N\u00eb k\u00ebta raste, ne paralajm\u00ebrojm\u00eb p\u00ebrdoruesin p\u00ebr nd\u00ebrhyrjet, sugjerojm\u00eb t\u00eb l\u00ebvizin m\u00eb af\u00ebr routerit dhe t\u00eb fikim pajisjet \"me zhurm\u00eb\". <\/p>\n<p><b>3. Indikatori i konsumator\u00ebve t\u00eb trafikut<br \/>\n<\/b><br \/>\nEdhe n\u00ebse rrjeti \u00ebsht\u00eb n\u00eb rregull, aplikacione t\u00eb tjera mund t\u00eb konsumojn\u00eb shum\u00eb trafik. P\u00ebr shembull, n\u00ebse paralelisht me loj\u00ebn n\u00eb cloud, \u00ebsht\u00eb duke u luajtur nj\u00eb video n\u00eb YouTube ose po shkarkohen torrente. Aplikacioni yn\u00eb identifikon hajdut\u00ebt dhe njofton lojtarin p\u00ebr ta.<br \/>\n<img decoding=\"async\" alt=\"How the cloud gaming platform is structured for B2B and B2C clients. Solutions for great visuals and combating the last mile\" src=\"\/wp-content\/uploads\/2019\/04\/f4e2cdae6377b169ce026e81fb6ea89e.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h1>Frik\u00ebrat nga e kaluara - zbresim mitet mbi loj\u00ebrat n\u00eb cloud <\/h1>\n<p>\nLoj\u00ebrat n\u00eb cloud si nj\u00eb m\u00ebnyr\u00eb krejt\u00ebsisht e re p\u00ebr konsumimin e p\u00ebrmbajtjes loj\u00ebra po p\u00ebrpiqen t\u00eb dep\u00ebrtojn\u00eb n\u00eb treg p\u00ebr pothuajse dhjet\u00eb vjet. Dhe si n\u00eb rastin e \u00e7do novacioni, historia e tyre \u00ebsht\u00eb nj\u00ebseri t\u00eb vogla fitore dhe humbje t\u00eb m\u00ebdha. Nuk \u00ebsht\u00eb p\u00ebr t'u habitur q\u00eb gjat\u00eb k\u00ebtyre viteve loj\u00ebrat n\u00eb cloud jan\u00eb ngarkuar me mite dhe paragjykime. N\u00eb fillim t\u00eb zhvillimit t\u00eb teknologjis\u00eb, ato ishin t\u00eb justifikuara, por sot jan\u00eb plot\u00ebsisht t\u00eb pabaza. <\/p>\n<h2>Mit 1. Imazhi n\u00eb cloud \u00ebsht\u00eb m\u00eb i keq se origjinali - sikur t\u00eb luaje p\u00ebrmes YouTube<\/h2>\n<p>\nSot, n\u00eb nj\u00eb zgjidhje cloud teknologjikisht t\u00eb avancuar, imazhet e origjinalit dhe atij n\u00eb cloud jan\u00eb praktikisht identike - me sy t\u00eb lir\u00eb nuk gjen dallime. Rregullimi individual i encoder-it n\u00eb pajisjen e lojtarit dhe nj\u00eb kompleks mekanizmash p\u00ebr luftimin e humbjeve e zgjidhin k\u00ebt\u00eb \u00e7\u00ebshtje. N\u00eb nj\u00eb rrjet cil\u00ebsor nuk ka as mjegullim t\u00eb kadrave, as artefakte grafike. Ne madje e marrim parasysh edhe rezolut\u00ebn. Nuk ka sens t\u00eb transmetosh nj\u00eb imazh n\u00eb 1080p, n\u00ebse lojtarja p\u00ebrdor 720p.<\/p>\n<p>M\u00eb posht\u00eb jan\u00eb dy video t\u00eb Apex Legends nga kanali yn\u00eb. N\u00eb nj\u00eb rast, \u00ebsht\u00eb nj\u00eb regjistrim i loj\u00ebs n\u00eb PC, n\u00eb rastin tjet\u00ebr - p\u00ebrmes Playkey. <\/p>\n<p><i>Apex Legends n\u00eb 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=\"Luaj videon\" 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 n\u00eb 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=\"Luaj videon\" 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. Cil\u00ebsia e pap\u00ebshtatshme<\/h2>\n<p>\nGjendja e rrjetit \u00ebsht\u00eb n\u00eb t\u00eb v\u00ebrtet\u00eb e paq\u00ebndrueshme, por kjo problematike \u00ebsht\u00eb zgjidhur. Ne ndryshojm\u00eb dinamikisht cil\u00ebsimet e encoder-it sipas cil\u00ebsis\u00eb s\u00eb rrjetit t\u00eb p\u00ebrdoruesit. Dhe nj\u00eb nivel gjithmon\u00eb t\u00eb pranuesh\u00ebm t\u00eb FPS e mbajm\u00eb me an\u00eb t\u00eb teknikave t\u00eb ve\u00e7anta t\u00eb kapjes s\u00eb imazhit. <\/p>\n<p>Si funksionon? Loja ka nj\u00eb motor 3D, me an\u00eb t\u00eb t\u00eb cilit nd\u00ebrtohet bota 3D. Por p\u00ebrdoruesit shohin nj\u00eb imazh t\u00eb shesht\u00eb. P\u00ebr t\u00eb par\u00eb at\u00eb, p\u00ebr \u00e7do korniz\u00eb krijohet nj\u00eb imazh memorie - nj\u00eb lloj fotografie, si shikohet ky 3D-bot\u00eb nga nj\u00eb k\u00ebnd i caktuar. Ky imazh n\u00eb form\u00eb t\u00eb koduar ruhet n\u00eb tamponin e memorjes grafike. Ne e kapim at\u00eb nga memoria grafike dhe e d\u00ebrgojm\u00eb n\u00eb encoder, i cili e dekodifikon. K\u00ebshtu me \u00e7do korniz\u00eb, nj\u00eb nga pas tjetr\u00ebs.<\/p>\n<p>Teknologjia jon\u00eb lejon marrjen dhe dekodimin e imazhit n\u00eb nj\u00eb rrjedh\u00eb, duke rritur k\u00ebshtu FPS. Dhe n\u00ebse k\u00ebto procese kryhen paralelisht (nj\u00eb zgjidhje mjaft e popullarizuar n\u00eb tregun e loj\u00ebrave n\u00eb kanat\u00eb), encoder-i do t\u00eb aksesoj\u00eb vazhdimisht marrjen, duke marr\u00eb kadrin e ri me nj\u00eb vones\u00eb dhe, p\u00ebr rrjedhoj\u00eb, duke e transmetuar at\u00eb me nj\u00eb vones\u00eb. <\/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=\"Luaj videon\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div><\/center><br \/>\nVideoja n\u00eb pjes\u00ebn e sip\u00ebrme t\u00eb ekranit \u00ebsht\u00eb marr\u00eb duke p\u00ebrdorur teknologjin\u00eb e marrjes dhe dekodimit n\u00eb nj\u00eb rrjedh\u00eb. <\/p>\n<h2>Miti 3. P\u00ebr shkak t\u00eb vonesave n\u00eb menaxhim do t\u00eb jem \"kark\" n\u00eb multiplayer.<\/h2>\n<p>\nVonesa n\u00eb menaxhim zakonisht \u00ebsht\u00eb disa milisekonda. Dhe zakonisht nuk v\u00ebrehet nga p\u00ebrdoruesi p\u00ebrfundimtar. Por ndonj\u00ebher\u00eb shihet nj\u00eb shp\u00ebrputhje e vog\u00ebl midis l\u00ebvizjes s\u00eb mausit dhe l\u00ebvizjes s\u00eb kursorit. Kjo nuk ndikon n\u00eb asgj\u00eb, por krijon nj\u00eb p\u00ebrshtypje negative. Rendersin e kursorit t\u00eb p\u00ebrshkruar m\u00eb lart direkt n\u00eb pajisjen e p\u00ebrdoruesit eliminon k\u00ebt\u00eb disavantazh. N\u00eb t\u00eb tjera aspekte, vonesa e p\u00ebrgjithshme e sistemit prej 30-35 ms \u00ebsht\u00eb aq e vog\u00ebl saq\u00eb as lojtar\u00ebt dhe as kund\u00ebrshtar\u00ebt e tyre n\u00eb ndeshje nuk e ndjejn\u00eb at\u00eb. Rezultati i betej\u00ebs varet vet\u00ebm nga aft\u00ebsit\u00eb. D\u00ebshmia m\u00eb posht\u00eb. <\/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>Streamer \u00ebsht\u00eb duke fituar n\u00ebp\u00ebr Playkey.<\/i><\/p>\n<h1>\u00c7far\u00eb pason<\/h1>\n<p>\nLoj\u00ebrat n\u00eb kanat\u00eb jan\u00eb tashm\u00eb nj\u00eb realitet. Playkey, PlayStation Now, Shadow \u2014 k\u00ebto jan\u00eb sh\u00ebrbime funksionale me publikun e tyre dhe nj\u00eb vend n\u00eb treg. Dhe si shum\u00eb tregje t\u00eb reja, loj\u00ebrat n\u00eb kanat\u00eb do t\u00eb rriten shpejt n\u00eb vitet e ardhshme. <\/p>\n<p>Nj\u00eb nga skenar\u00ebt q\u00eb na duket m\u00eb i mundsh\u00ebm \u00ebsht\u00eb shfaqja e sh\u00ebrbimeve t\u00eb veta nga botuesit e loj\u00ebrave dhe operator\u00ebt e komunikimit. Disa do t\u00eb zhvillojn\u00eb t\u00eb veta, disa do t\u00eb p\u00ebrdorin zgjidhje t\u00eb gatshme, si\u00e7 \u00ebsht\u00eb RemoteClick.net. Sa m\u00eb shum\u00eb lojtar\u00eb n\u00eb treg, aq m\u00eb shpejt m\u00ebnyra e konsumit t\u00eb p\u00ebrmbajtjes s\u00eb loj\u00ebrave n\u00eb kanat\u00eb do t\u00eb b\u00ebhet dominante.<br \/>\n<br \/>Burimi: <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 5.0.1.1 - 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