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DANIEL GRACHANIN: Hey, everybody.
My name is Daniel Grachanin.
I'm the Cloud Gaming Product Manager.
And today I want to talk to you about something really
important to us at Cloud for Game Developers,
telling your virtual story and giving you the technology
to do that and scaling and making your world
on a virtual cloud.
So a lot of it requires kind of building outside the box.
And I want to first kind of go back
through the history of how we went from all the way
back to cave paintings to current generation technology
and next-generation technology, which will actually allow us
to make immersive technologies have
these massive, scaleable worlds.
So, from its inception, cave paintings
were actually used as a way to tell you
the limit of your world.
They were made to say, there are predators, so don't go here,
or the "here be dragons" type of situation.
Moving on, we moved on to actually written text
that was put onto boxes or, actually, tablets.
So that would be your box in that situation.
There was no audio.
There was no visual.
It was just completely written text.
We moved on to things like the Gutenberg Bible, which
was made by the printing press.
And then you actually had distributed, scalable books
or stories.
This moves on to the TV, which is great except for it
lacked audio.
So we added visual with it and audio.
We brought it together.
And we developed our first video game,
which was called "Noughts and Crosses"
back in the early '40s.
Moving on, there was the second-- technically
the first-- video game, which was called "Space War."
The problem with "Space War" is it was
associated with this hardware.
So this game was completely tied to its hardware.
It didn't scale.
If you didn't have this box and the visual and the game itself,
there was no way to just have more of these games.
That's where the console generation
began with a mix of lots of different consoles.
But Atari is the most popular one that's recognized.
What Atari did is allow you to have
a console and different stories, if you will,
with these cartridges.
You could use the cartridge, have
it play "Asteroids" in this case,
play "Dig Dug" or something else like that.
So I want to talk about this and kind of go into the technology
that was from the past and how we've moved into where
we're going to the future.
Essentially what this did is, as I said,
the console-cartridge relationship
made everything kind of localized
but it at least gave you the chance
to have different experiences in different games.
A save feature, which was actually implemented back
in '87 with "The Legend of Zelda,"
allows you to actually have a continued story.
That way you can actually take a picture of it, if you will.
But that was only associated with the character.
And that was only limited by as large as a game could be,
which, back then, was very small.
There was no generation.
It had limited instructions.
And it was, again, limited to your on-premise local machine.
Not to mention that matchmaking probably
consisted of you having your friend use your Mad Catz
controller and plug it in for said Player 2.
So the current generation of technology--
how we're doing matchmaking and server technology and scaling
worlds--
is the client-server model, which
Mark was kind of going over just a second ago.
The problem with this is it had stateful services.
These services are associated with whatever the character is
doing or your client is with the server, which
means they're bounded together.
What this does is it makes a kind of a theme park reset.
So if you play "World of Warcraft,"
you go into an instance and it'll
be this great, immersive experience.
But when you come back out, you go back in
and it's a theme park reset.
There's no actual world being distributed and scaled
and persistent.
So a lot of this was also leveraged by currently
on-premise data centers.
So this is where we kind of go into what
I want to talk about today, which
is the next-generation technology
of the entity-component model, which was made famous
in early '70s.
The thing with this model is we didn't have cloud computing
technology to scale all this.
So recently we're partnering with a company
called Improbable.
And they have this technology called Spatial OS, which
allows you to make distributed operating systems in the cloud.
What it does is, the whole entire concept of client
physics and logic, It separates out into many workers.
These workers can then individually
scale and make massively scalable worlds
that are actually persistent.
Which is to say, the world is living
when you're not playing it, and you can still
live when you come into the game.
It makes stateless services, allows
for actual procedural generation.
You can actually have worlds that actually
keep scaling and scaling--
technically limitless, as long as you
can afford the cloud bill.
And also it gives you the ability to leverage the cloud.
The game called "Worlds Adrift" built on their technology.
What this allows you to do is have actual worlds
whenever you're going to interact with it,
since you've separated all these dynamics of client and logic
and physics.
If this ship crashes into that actual planet
or that structure, it will be destroyed in the world.
It won't reset.
It'll actually have a story to itself, the whole entire world.
Why this is interesting to us is it allows us
take snapshots of these states.
It allows us to do logging and real-time telemetry on it.
And it lets us make machine-learning models
out of that.
So when you're watching a game like the "League of Legends"
Tournament last year for 2016 or 2017,
it allows you to go back and see how you would have done in that
situation by associating AI models--
machine-learning models--
because you have these persistent worlds
that are constantly generated.
Another thing we're doing, too, is
looking at leveraging chipsets, so physics and your logic
and client using graphics-processing units, CPU,
and your TPUs, which will be coming out soon.
What is interesting about that is
it allows you to actually have games at scale
and then, depending on the hardware you're using,
it won't matter, because you can have
games that can scale forever.
And it won't matter about the technology you're using.
So we'll actually be talking more about what
Mark Mandel talked about--
game server scaling, big data analytics.
And as far as the improbable relationship
we have for that Spatial technology,
if you're interested, please approach us, myself
or Mark Mandel.
And I will be followed by Wouter.
Thank you.
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