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concurrents

13 patents · IEEE Computer 2022 / 2024

The polygon is the new pixel.

The infrastructure layer for interactive entertainment.

Illustrative Figures in the animation

How it works ↓
  1. Click: The player hits Play. The full build stays on the CDN.
  2. Encode: The build splits into mesh clusters and texture tiles.
  3. Predict + stream: What the player will see next is sent first, from CPU-only servers.
  4. Assemble: The world builds ahead of the view: geometry first, then textures.
  5. Play: Full lighting on the player's own GPU. Native resolution, flat frame time.

The problem

01 — The problem

“The world is too big to download.”
Tim Sweeney, CEO of Epic Games
DownloadInstalling

01 · Download

Hours of download and install before the first frame.Illustrative

DownloadInstalling

Hours of download and install before the first frame.Illustrative

Video streamCompressed

A picture of the world, compressed and a round trip away.

ConcurrentsLocal render

The world itself, rendered on the player's own GPU in seconds.

Pixels don't know the world they came from. Polygons do.

02 — How it works

Stream the world, not the picture of it.

01 · Encode

The studio's build is broken into assets, then into subassets: mesh clusters and texture tiles. An engine plugin and encoder do it; the game isn't re-architected.

Illustrative Figures in the animation

  1. 01 · Encode

    The studio's build is broken into assets, then into subassets: mesh clusters and texture tiles. An engine plugin and encoder do it; the game isn't re-architected.

  2. 02 · Predict

    GPEG (Geometry Pump Engine Group) precomputes what is visible from where. As the player moves, it knows what they are about to see.

  3. 03 · Stream

    Those subassets go first, from commodity CPUs on a CDN. No server GPU and no video encode.

  4. 04 · Render

    The player's own GPU renders the world at native resolution and frame rate. Nothing is compressed, because nothing was ever video.

Illustrative Figures in the animation

03 — Outcomes

What streaming the world makes possible.

04 — Proof

Real problems, solved.

Traversal stutter and shader-compilation stutter come from the same thing: the engine finds out what it needs at the moment it needs it. GPEG knows sooner.

Just-in-time loadingGPEGIllustrative

01 · Traversal stutter

The world arrives before you do.

GPEG predicts which areas the player can reach and prefetches mesh clusters and texture tiles ahead of the viewpoint. There are no just-in-time loads when the player crosses a boundary.

Traversal stutter

The world arrives before you do.

Just-in-time loadingGPEGIllustrative

GPEG predicts which areas the player can reach and prefetches mesh clusters and texture tiles ahead of the viewpoint. There are no just-in-time loads when the player crosses a boundary.

Shader compilation stutter

Shaders are ready before they're seen.

Just-in-time loadingGPEGIllustrative

The same visibility prediction tells the engine which materials are coming, so their shaders compile before first sight instead of mid-frame.

~5%

The cost of video-based cloud gaming

0

Server GPUs. GPEG runs on commodity CPUs

Built by people from Electronic Arts, PlayerScale, and DreamWorks Animation, with a CTO who is a Harvard MD. Meet the team →

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