Transcript Slide 1

P2P Games Conference
“Attributes of the Gaming Cloud?”
Norman Henderson
ASANKYA
[email protected]
678-778-0836
Asankya Overview
– Asankya provides optimized transport of TCP/IP and UDP over private
or public IP based networks.
– The solution supports two way interactive content, non- cacheable
content, and secure content acceleration.
– The company’s core technology, Multi-path Networking, intelligently
characterizes IP networks in real-time at the packet level.
– Asankya has also created the Rapid Net, the first application delivery
delivery network capable of handling all forms of content.
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Asankya Overview
• This technology picks up were CDN’s leave off.
• No other company currently offers this technology.
• The technology works on any TCP/IP flow including highly secure
data center constricted content.
• Can be the essential technology to enable cloud computing and
storage over public networks like the internet.
• This is both a product and a service.
• Provides huge performance gains 10x-40x and provides consistent
delivery quality.
• First TCP/IP acceleration technology to “break the rules” of standard
TCP/IP transmission
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“What will the next generation of cloud computing and
games companies look like?”
Compute
Storage
Network
?
They will have optimized the Network. And will leverage new
ideas and technologies to cost effectively compete.
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Games need something better from the Network
• TCP/UDP – standardized in 1980
State of the Art in 1980:
– Commodore VIC-20
•
•
•
•
0.001 GHz Processor (1 MHz)
0.000005 GB RAM (5 KB)
0.0000003 Gbps modem (300 baud)
176x184 Display (1.5% size HD)
• Today
– Processing Speeds are 2000x faster
– Communication Rates are 1000x faster
– Screen Real Estate is 50x bigger
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Why Is the Network Important to the cloud and
gaming companies of tomorrow?
Private Application Model
Storage
Private Data
Center
• Dedicated Bandwidth
• Consistent Throughput
• Consistent Delay
Private WAN
Compute/App
Users
Cloud Model
Storage
Shared Data
Center
• Shared Bandwidth
• Varying Throughput
• Varying Delay
Internet
Compute/App
Users
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What is wrong with the network today?
• Single-path Constrained
– All packets of a flow must come from the same source and take the
same path
• Starts Slowly
– Sessions start slowly and increase speed until they are too fast and
experiences loss
• Reacts Poorly to Loss
– When loss is encountered, TCP cuts speed in half
• Struggles with Delay
– As bandwidths increase, delay becomes the limit to TCP performance
– Bandwidth is increasing faster than delay is decreasing
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What have tomorrows online gaming companies figured out?
• ‘Adding more bandwidth’ does not solve the
problem
– That only improves the last mile/first mile
– Customer does not control the middle mile
• Bottlenecks Have Moved to the ‘middle mile’
– ISP to ISP interconnects – ‘hot potato’, costbased routing
– Overloaded routers – default route is not always
the best route
ISP A
ISP B
• Protocols Use the Network Inefficiently
– Network congestion cause protocols to slow
down too much
– Network delay causes protocols to use network
inefficiently
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Inefficiency
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Attributes of Gaming Companies of the Future
Drivers
Increasing Use of Internet for All
Games
• Moving from console based to “light or no console
Cost, common
platform, global
reach
Issues
Completely Dependant on
the Internet for end user
experience.
Movement to Cloud Hosted Game
Delivery (Cloud, P2P etc.)
Cost and market
saturation control
Location of hosting center
– affects user experience
Movement to all Interactive and
Collaborative Games
Games are more fun
when virtual life
challenges real life.
Latency and Bandwidth
Increasing User Mobility
Phones and Netbooks become the
new console
Unpredictable user
locations and connection
quality
•Not just from phone but also net-book and “light
laptops
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Delivering the Gaming Cloud
• Fast Application Response
– Application speed must match private client-server
• Dynamic Traffic Capable
– Gaming applications are dynamic and non-cacheable
• Two Way
– Data Uploads, Data Downloads, Data Replication
• Dedicated Gaming Infrastructure
– Multitenancy will not work for all applications
• Locality of Traffic/Data
– Location of data storage inside the U.S.
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Solving Real Gaming Network Problems Today
40x
10x
20x
6x
10x
3x
15x
Customers Gaining Up to 40x Improvements
Cloud Storage
Collaboration
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Government
–
–
–
–
–
Internet overlay network deployed
Presence on 8 Tier I/II Providers
Network nodes support up to 1 Gbps
Fully redundant systems
1 TB packet caches at each PoP
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Existing Solutions Don’t Solve Interactive
• Content Delivery Networks
– Static Web Only - No Dynamic Applications
– No upload or two-way optimization
Interactive
Applications
Riverbed
WAN
SilverPeak
Optimization
• WAN Optimization Devices
– Built for private WANs – not for the
variability of the Internet
– Solve private WAN protocol issues – not
Internet protocols (no CIFS on Internet)
BlueCoat
Internet
Application
Akamai
IPA
Delivery
Private
Network
Internet
Juniper DX
Web
F5
Coyote Point
Acceleration
Cisco
• Peer to Peer Services
– Are dependant on local net connection
speeds
– Have no means of optimizing interactive
play.
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Akamai
Limelight
CDNs
Level 3
BitTorrent
P2P Pando
Kontiki
Static Content
Distribution
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Summary
 Movement to clouds brings new network-based gaming performance
challenges
 Unique issues for gaming clouds makes cache-based methods
difficult
 Asankya is the only solution that optimizes:
1. Encrypted Traffic
2. Two-way Traffic
3. UDP and TCP Traffic
 Application delivery is needed to remove barriers to cloud growth
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Thanks!
• Contact:
– Norman Henderson
– Asankya
– [email protected]
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