T-Mobile and PlayGiga test cloud gaming within EDGE Computing architecture

T-Mobile and PlayGiga test cloud gaming within EDGE Computing architecture

After successful lab-based tests with AT&T and Vodafone exploring how to deliver new gaming experiences over 5G and Edge Computing, PlayGiga has now teamed up with T-Mobile Poland to test cloud gaming using its Edge Computing architecture. The aim of the test is to compare the end-user experience for gamers using LTE technology versus EDGE Computing infrastructure.

About 40 gamers from Krakow have been taking part in the research, which started on May 24th and is set to run until the end of August. The testers received a mobile router and access to the PlayGiga streaming service, which consists of 20 top titles including Rise of the Tomb Raider™, Ryse: Son of Rome and Batman: Arkham City.

Some gamers are accessing PlayGiga via T-Mobile’s public LTE network, and others via a specially built, private LTE network, which is not accessible to users outside of the test group (the so-called campus network). The objective of the test is to conduct a technical analysis as well as collecting qualitative feedback from the gamers themselves.

With Edge Computing, servers are no longer placed in remote, centralized Data Centers, but “on the edge” of the cellular network, close to the end user and so where the data is being generated. This significantly reduces delays in communication with the server and lightens Internet connections. This, in turn, improves the quality of services that are sensitive to interference – particularly streaming games and video.
The current test project builds on the infrastructure and experience gained in the Low Latency Prototyping and 5G Prototyping programs run by Hubraum, the tech incubator of Deutsche Telekom based in Krakow.

Edge Computing, in conjunction with 5G networks, is expected to boost industries such as digital entertainment and virtual reality as well as other non-gaming related fields such as robotics, autonomous vehicles and drones. According to a recent report by US-based Allied Market Research, the global edge computing market generated $1.73 billion in 2017 and is expected to reach $16.55 billion by 2025.

 

PlayGiga partners with CKH IOD and Hutchison Drei to create a lag-free cloud gaming on-the-move experience for the 5G era

PlayGiga partners with CKH IOD and Hutchison Drei to create a lag-free cloud gaming on-the-move experience for the 5G era

The technology has been exhibited in the recent Hutchison Drei´s 5G press conference which took place in Linz, Austria.

During the recent press event, which took place in the Linz´s Presseclub Ursulinenhof, Drei detailed its 5G roll out plan for Austria and showcased some 5G use cases, cloud gaming amongst them. CKH Innovations Opportunities Development (CKH IOD), a unit of CK Hutchison’s telecom division and Drei have partnered strategically with Playgiga to start showcasing the more immersive experience that cloud gaming over 5G will bring to consumers. The scope of this co-operation will be further extended to other CK Hutchison markets in due course.

According to the latest study by the company GlobalData, the video games market generated $131 billion in 2018 and could become a $300 billion industry by 2025, with the growth of mobile gaming and innovative offerings, like cloud gaming. This figure is larger than the combined value of the music and movie industries.

Cloud gaming offers a number of advantages over the traditional download model where games are installed and processed locally on PCs, video consoles or mobile devices.  In addition to that, it is one of the most obvious 5G use cases for the residential market, opening up a whole new market of AAA gaming on the move. Mobile gaming has been limited so far to casual low-spec games, since mobile devices do not have the local processing power to run high quality games. With 5G and cloud gaming, this will radically change, enabling a new installed base of millions of mobile devices to be AAA gaming ready in the near future.

Drei demonstrated PlayGiga´s gaming on the go prototype and low-spec laptop solution, both running entirely in the cloud over a Drei´s 5G CPE.

Attendants to the event were also able to appreciate PlayGiga´s Virtual Sofa mode with the famed Street Fighter® IV -a title extremely sensitive to latency. Thanks to PlayGiga´s cloud gaming technology, as the games are processed in the cloud, PlayGiga´s Virtual Sofa functionality turns any local multiplayer game into an online remote multiplayer game, enabling different players to play the same game from different locations.

PlayGiga is a Madrid-based cloud gaming pioneer, already present in 5 territories, that leverages cloud gaming technologies to make videogames accessible to everyone via an end-to-end gaming as a service proposition.

According to Jan Trionow, Drei CEO, “this conjoint initiative showed that 5G performance matches the expectations that have been generated in recent years. We are always exploring new ways to enrich our customers experience and cloud gaming represents one of the current best 5G use cases for the residential market”.

In Javier Polo, PlayGiga´s CEO, words: “PlayGiga is very excited to with the collaboration in this event with CKH Innovations Opportunities Development (CKH IOD) and Hutchison Drei Austria, one of the leading telecoms providers. We believe cloud gaming will become one of the first `killer app´ for 5G and consumers will soon enjoy the tremendous benefits delivered through our groundbreaking technology.”

PlayGiga participates, along with Intel, in the BT Consumer Live Event in Birmingham to demonstrate the power and incredible possibilities of cloud gaming on 5G.

 

PLAYGIGA´S CLOUDVR PROJECT GETS SUPPORT FROM THE CDTI

PLAYGIGA´S CLOUDVR PROJECT GETS SUPPORT FROM THE CDTI

El proyecto CLOUDVR (nº INNO-20161032) que persigue el desarrollo de una solución de cloud aplicada a Realidad Virtual (VR) basada en el modelado y renderizado en la nube de software y provisión de streaming en tiempo real mediante el uso de gafas autocontenidas, ha sido cofinanciado por el Centro para el Desarrollo Tecnológico Industrial( CDTI) con apoyo de Fondos Estructurales de la Unión Europea a través del Programa Innoglobal de 2016 del Programa Estatal de Liderazgo Empresarial en I+D+i, en el marco del Plan Estatal de Investigación Científica y Técnica y de Innovación 2013-2016.

 

The CLOUDVR project (# INNO-20161032) on the development of a cloud solution applied to Virtual Reality (VR) based on the modeling and rendering in the software cloud and provision of streaming in real time through the use of self-contained glasses has been co-financed by the Center for Industrial Technological Development (CDTI) with the support of the Structural Funds from the European Union via the 2016 Innoglobal Program of the National Program of Business Leadership in R + D + i, within the framework of the State Plan of Scientific and Technical Research and Innovation 2013-2016.