Will we soon game from the Cloud?
While social media has been the “new shiny toy” for some time, attracting the headlines and the VC dollars as companies and individuals try to monetize this phenomenon, another, related subject may be about to thunder and lightning. Yes, I’m talking about the “Cloud”.
For this hardcore audience, my question is: “Can you game in real-time from the cloud?”
I spent some quality time this week with Charlie Boswell, the guru behind so many cool programs at AMD. Think OTOY, LucasFilm, the digital music recording Industry, and you quickly understand that Charlie has one of the best jobs at AMD in working with these customers and technology partners. Here’s our conversation:
Ian: Charlie, thanks for taking the time today, can you give us the background on our efforts at CES around demo’ing “gaming in the cloud”?
Charlie:
Hello Ian…I’m really pumped about this so I appreciate the chance to discuss. …..here’s the deal.
At this year’s CES AMD rolled out a demo that shows how our platform technology (CPU, GPU, combined with Direct Connect Architecture) is enabling fully interactive cloud gaming. Sounds cool but what exactly is that?
Cloud computing on AMD Fusion technology allows fully interactive game play from virtually any type of client over the Internet because the heavy lifting is being done “server side” in the cloud. The user logs on, clicks open a browser and then starts blasting away. No hours of game installation, no exotic authorization dances, just instant gratification and that’s why I’m excited. My team’s role at AMD is to ensure our technology removes barriers so the user can be about his/her task rather than the technology. That is the main story of cloud computing. Enough preaching but I had to let that fly because it’s a powerful look at a better future for gaming.
The CES demo consisted of an AMD Fusion Render Node (based on AMD “Dragon” platform technology PC platforms) that hosted an off-the-shelf version of EA’s amazing “Mercenaries II” served up via the Internet. The laptop powered by AMD technology was given a URL to click and Mercenararies-II fired up. Playback was full screen at 60 frames/sec (see the video on YouTube for yourself <link>).
How is this accomplished? Is it a parlour trick? Well, this is not easy to pull-off. Jules Urbach, the CEO of OTOY, is the wizard of GPGPU. The software that made this work is from his company. He is to the GPU what Robert Rodriguez (another artist who employs AMD technology) is to digital moviemaking.
Jules is a true innovator and someone who chose AMD because we have all the pieces to make this work. We are the only one-stop-shopping platform solution for cloud computing hardware. The OTOY software harnesses the full power of the AMD platform including CPU, GPU and our Direct Connect high bandwidth interconnect.
In short, the game source code unaltered is hosted on the AMD Fusion Render Cloud hardware and served up on the web via breathtaking OTOY compression technology made possible by the AMD combined platform power. The OTOY software allows multiple instances of a game to be hosted on the AMD Fusion Render node so the solution scales for all the right economic reasons such as energy efficiency, space, quiet operation, etc.
Ian: That technology seems very cool, how is it similar or different to OnLive?
Charlie:
Yes, after the CES announcement of the AMD Fusion Render Cloud with OTOY, OnLive announced their solution at GDC in March. I was thrilled to see their announcement because it was further validation of the space. Both OTOY and OnLive have their unique business models and architectures, but they are similar in that they both require a truly scalable enterprise class backend solution. Implementing a technique I call “Invasion of the Client Snatchers” where you simply connect up a single client machine in the cloud to a user won’t work. It’s not practical or adaptable. You’re just snatching the client from the user and housing it. The Cloud server must behave like a compute cluster and scale organically with the statistical behaviour of the Internet user traffic. It must adapt to available power and bandwidth. It must scale for energy efficiency. It must allow for extensibility. This is where the AMD Fusion Render Node comes into play. You can host multiple simultaneous users on these devices and cluster them in true enterprise class style. Anyway, it’s great to see more teams jumping in. We celebrate the free market because it’s good for the user. Cloud computing is happening and OnLive is another fantastic example.
Ian: TechCrunch had an article a week ago, where they highlighted a game character jumping from a monitor to a notebook while the game was being served from 400 miles away, can you explain the technology behind that?
Charlie:
This is OTOY’s server side rendering in action. The heavy computing, drawing, and encoding are happening server-side in the cloud through the magic of the OTOY architecture host on an AMD Fusion render node. The client is entirely browser based. The bandwidth and latency required for full on interactive game play is made possible by/through the OTOY codec architecture. The performance of this codec meets the “real-time” requirements for first person shooters. Enough said. The AMD Fusion Render Architecture is the scalable foundation that could make this practical, scalable, and deployable across the global Internet.
Ian: To take it a step further, TechCrunch was given an exclusive this week that showed off the AMD/OTOY technology at work on a cell phone! Is this the future of mainstream gaming?
Charlie:
As I said a few moments ago, the uniqueness of the OTOY approach is their ability to serve to a variety of client types: smart phones, PDA, thin client, etc., etc. This is a great proofpoint that the heavy lifting is all done server side on OTOY-AMD Fusion Render Cloud. This is one future for Cloud Computing…turn it on and play. You never get exposed to the seedy side of technology (drivers, installation, updates). All that stuff is under the street just like in Disneyland. This is the future I want….Walt Disney had this figured out a long time ago.
Ian: So, gaming in the cloud is real, when might we see availability?
Charlie:
Ian, you’re seeing some of the promise now. We expect that you’ll see implementations later this year and full-on deployments in 2010.
Ian: Thanks Charlie, one last question, What’s next?
Charlie:
Let me answer that loaded question first by stating the cloud offers the planet at least the hope of a better user experience. My cause celeb on the past 10 years has been to help lobby for a better user experience by shielding the artist from both the tech and its culture. Technology can be unbelievably needy. Example, “hey man, you forgot to load the latest driver or OS update.” I don’t want that ever even said in my presence. I reject that. That is an example of technology sitting on top of humanity. The cloud is going to help eliminate the entire culture that perpetuates useless complexity. The revolution is next because the users demand it. The revolution is next because the economics demand it. If you only market to the geeks, the numbers don’t work do they…..
Simply put and a great way to close out this blog. Feel free to comment, both Charlie and I will be actively monitoring the comments and replying.
Cheers!
Ian “Cabrtosr” McNaughton
Ian McNaughton is senior manager of advanced marketing at AMD. His postings are his own opinions and may not represent AMD’s positions, strategies or opinions. Links to third party sites are provided for convenience and unless explicitly stated, AMD is not responsible for the contents of such linked sites and no endorsement is implied.
Cheers!



(8 votes, average: 3.88 out of 5)
#1 by Kimberly - June 24th, 2009 at 17:53
I am just excited by joining the ATI (best thing I’ve done on the web as of late) and The Cloud exemplifies exactly what I think gaming is all about.I’m new to the whole thing as well as those social network sites which I decided were good to peruse while clipping coupons or watching TV.Impatient to explore further but I wanted to say keep up the good work and keep me posted!
#2 by Kimberly - June 24th, 2009 at 18:01
Why I am not good at drivers and such! AMD oy
#3 by mark` - June 24th, 2009 at 20:50
i always wonder.
are these words invented for people who think other people don’t understand what a inter/intra network is?
isn’t it a developers swear word? PR thinks: how many times can we get it in?
Let me move over to a cloud.
See that cloud? there is where your software is running.
Clouds make you go bing (yup steve balmer, bing!).
If two clouds are connected, it starts to rain.
One cloud says to another: got online lately?
Clots sitting on clouds.
The clouds are filled with spam (watch the tins fall!)
If that ain’t the grand daddy of all clouds! (prospector)
Would god be here on this cloud?
Where u are clouds are too.
Clouds follow you wherever you are!
pr is funny.
#4 by Kimberly - June 25th, 2009 at 11:46
@mark`, Mark is funny
#5 by Surya - June 25th, 2009 at 20:20
They are not only see this as the best opportunity to lead in cloud industry. AMD will lead in many sector become cloud with that powered with AMD products like entertainment, banking and financial, security, electronic bill with wireless, and long range controlled power saving industries.
But its not only that AMD had led semiconductor packaging industries partnered with Honeywell (they sale 29K RISC chip to them).
#6 by Aaron - July 3rd, 2009 at 12:38
I am an AMD Fan through and through, BUT
Clouds are not the answer for 50% of the population, there in not reliable bandwidth outside major cities. Small towns ans rural America still doesn’t have it and probably wont get it anytime soon.
So the whole 90% of apps already there 10% on the way. Doesnt matter if 50% of the U.S. population cant get it!!!!
I dont know about the rest of you but bill gates get enough of my money, last thing I want is to be paying monthly fees to use all Microsoft’s programs and pay for there cloud server.
And what will thing do to Hardware industry if all rendering and computing is done server side, why would I need an awesome gaming rig.
Just my thoughts
#7 by Nate Supplee - July 8th, 2009 at 05:30
Interesting article Ian. One thing I do wonder is with the widely varying levels and qualities of internet connections in the world, how predictable is the performance (specifically latency) in these sorts of scenarios. Any latency at all would become even more apparant, with the user commands needing to travel to the host and then back to see on screen. I understand the OTOY is highly specialized to return a “video feed” to the user very quickly. But, it can’t do it any faster than real time.
My example… I have 100 ms latency. So, it takes 100 ms to travel to the host and 100 ms to travel back and give me video. We are at 200 ms before I see my movements happen in game. Which, if any one knows… that is too long.
But, none the less, it is very interesting and very intriguing technology. I don’t mean to sound like a naysayer, I just don’t hear people talk about certain aspects of it very often.
-Nate
#8 by Nick Jones - July 8th, 2009 at 09:22
@Nate Supplee, if you have any interest in FPS’s, take a look at Quake Live. It’s cloud computing based and utilizes XMPP for communications. The game preforms very well even on lagging hotel connections. Besides, most games use UDP and expect dropped or missing data.
#9 by Ian McNaughton - July 8th, 2009 at 09:37
Thanks for the suggestion, will check it out. Are there any users on this forum who are playing with Quake Live that can comment on the experience?
#10 by Ian McNaughton - July 8th, 2009 at 09:38
Alos Nick, thanks for the follow on Twitter!
#11 by Nate Supplee - July 9th, 2009 at 05:17
@Nick Jones, Are you sure, I thought Quake Live was processed by the client. I need to check that out, I guess.
#12 by Ian McNaughton - July 8th, 2009 at 09:46
Nate, great question! I don’t know the answer, but remember, Cloud computing is mobile devices as well. So, I believe that there will be a market for Cloud gaming, there will also be a continuing market for local PC gaming, as well as mobile device gaming. They will all co-exist. Its the beauty of innovation.
#13 by Nate Supplee - July 9th, 2009 at 05:22
@Ian McNaughton, Oh yeah, I know it is real and is going to have it’s place in the market… I just don’t understand some of the inherent problems of having the extra jump in communications. No one can really ever tell me (and I have asked a lot of people) how they deal with the extra lag. And most tech demos I have seen (for OnLive at least) have been done about 50 miles from the host… which means little to no latency.
Anyways, I am glad AMD is on the case and developing their own version of this. You are right Ian, it is going to be a big deal for mobile and other things, so it is important to be on the cutting edge.