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华为发布云游戏解决方案2.0版本

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3月18日下午,华为云宣布推出5G云游戏解决方案2.0,基于自研的鲲鹏处理器,升级后在线密度提升3倍。

华为云云游戏总经理聂凯旋介绍,“5G云游戏解决方案2.0”,将从5个方面进行升级。

聂凯旋表示,鲲鹏云游戏的渲染方案将升级,同时算力升级后高清游戏在线密度并发将提高3倍,以降低平台运营成本。

他还提到,云游戏对网络带宽时延要求极高,端到端时延是决定用户体验的关键指标,为此鲲鹏云游戏将通过5G+边缘云部署优化云游戏E2E方案,大幅降低游戏时延和网络成本。此外,鲲鹏云游戏在国内已实现华北、华东、华南等地区的部署,并新增开放香港、新加坡等区域,帮助国内游戏公司实现出海。

最后,聂凯旋宣布基于鲲鹏云的VR游戏即将推出,届时基于鲲鹏云游戏架构的云VR游戏将无需本地渲染即可接入。

5G时代最有前景的一个应用就是云游戏,高带宽低延迟的5G网络可以承载起高清云游戏,在这方面谷歌、NVIDIA、索尼、微软等公司都在谋划云游戏市场。


On the afternoon of March 18, Huawei cloud announced the launch of 5g cloud game solution 2.0. Based on the self-developed Kunpeng processor, the online density after the upgrade increased three times.

According to Nie Kaixuan, general manager of Huawei cloud games, “5g cloud game solution 2.0” will be upgraded from five aspects.

Nie Kaixuan said that the rendering scheme of kunpengyun game will be upgraded, and the online density of HD game will be increased by three times after the upgrade of computing power, so as to reduce the operation cost of the platform.

He also mentioned that cloud games have extremely high requirements for network bandwidth delay, and end-to-end delay is a key indicator to determine user experience. For this reason, Kunpeng cloud games will optimize the E2E scheme of cloud games through 5g + edge cloud deployment, greatly reducing game delay and network cost. In addition, kunpengyun game has realized deployment in North China, East China, South China and other regions in China, and newly opened up Hong Kong, Singapore and other regions to help domestic game companies to go to sea.

Finally, Nie Kaixuan announced that the VR game based on kunpengyun will be launched soon. At that time, the cloud VR game based on kunpengyun game architecture will be accessible without local rendering.

One of the most promising applications in the 5g era is cloud games. The 5g network with high bandwidth and low latency can carry the cloud games. In this regard, Google, NVIDIA, Sony, Microsoft and other companies are planning the cloud game market.

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