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cloud-gaming

cloud gaming with remote rendering

GeForce Now

SystemTechniques · 19Primitives · 74 cloud-gaming CDN and edgecloud · medium: CDNs cache content in hundreds of PoPs near users, cutting latency and egress bills; edge compute runs small code there. Bandwidth price spreads 10x between providers.›Deterministic simulation testingdistributed · medium: Run the whole system in one thread under a seeded scheduler with simulated network, disk and clock, so every failure replays from its seed.›Primary-backup replicationdistributed · medium: One node orders all writes and ships them to standbys; the acknowledgement rule (none, one, all) sets what a crash loses, and an external arbiter decides who takes over.›Gpu virtualizationhardware-os · medium: Share GPUs across VMs or containers: SR-IOV, mediated passthrough, time slicing, MIG partitionsJitter buffermedia · medium: A receiver-side buffer holds packets just long enough, a delay tracked from recent arrivals, to reorder them and hand out media at a steady rate.›Low latency video encodingmedia · medium: Video encoding tuned for latency: no B-frames, intra refresh, slice output, low-delay rate controlNAT traversal (STUN, ICE, TURN)media · medium: Learn your public address with STUN, swap candidate addresses over signalling, test pairs with ICE checks, and fall back to a TURN relay if no direct path works.›RTP and RTCPmedia · low: RTP stamps each media packet with sequence number, media-clock timestamp and source ID; RTCP reports loss, jitter, round trip and clock mapping within a bandwidth cap.›AEAD (AES-GCM, ChaCha20-Poly1305)security · low: Authenticated encryption that encrypts and detects tampering in one call; the only kind of symmetric encryption you should use.›Hdr histogramdata-structures · low: Log-linear bucketed histograms with bounded relative error for latency percentilesReliable UDPgame-networking · low: Transport over UDP: each packet carries a sequence number, an ack and a 32-bit ack history; only chosen messages are made reliable.›Vsync frame pacinggraphics · low: Vsync, swapchain presentation modes, frame pacing, latency and variable refreshProcess supervisionhardware-os · low: A parent process starts services, reaps their exits and restarts them under a delay and burst-limit policy, then stops them with SIGTERM before SIGKILL.›Power of two choicesnetworking · low: Pick two random backends and send to the less loaded one; exponentially better balance than random, with no global state and no herding.›Zero-copy I/Onetworking · low: Move bytes between files, sockets and NICs by passing page references instead of copying through user space: sendfile, splice, MSG_ZEROCOPY, kTLS.›Mutual TLSsecurity · low: TLS where the client also proves a certificate key, so every connection carries a verified, rotatable machine identity.›Graceful drainingsystems · low: On a termination signal, stop taking new work, finish in-flight work until a deadline, tell clients to reconnect elsewhere, then exit; clients resume from a token.›HTTP caching semanticsnetworking · low: The rules (RFC 9111) that decide whether a stored response is still fresh, and how a cheap conditional request revalidates it when it is not.›Cooperative schedulingconcurrency · low: Green threads/coroutines yielding at await points on a user-space schedulerRecord replaydistributed · low: Record every nondeterministic input (time, randomness, I/O, model and tool outputs, per-tick player input) and re-execute deterministically for debugging, replays and state rebuildPRNGs (PCG, xoshiro)numerics · low: Small, fast, statistically strong non-cryptographic generators: PCG32 and xoshiro256**, with seeding, parallel streams and unbiased ranges.›Leasesdistributed · low: A lock that expires on its own: bounded-time ownership that survives crashes and partitions, given bounded clock drift and fencing tokens on writes.›Write-ahead logstorage · low: Append each change to a checksummed sequential log and fsync it before touching data pages; the basis of crash durability in nearly every database.›+ 12 more techniques+ 58 more primitives

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