• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Tispe

Sharing a GPU across multiple Virtual Machines

3 posts in this topic

There are talks about how the future gaming will look like. Some people predict that in the future a central server packed with GPUs will run Virtual Machines that thin clients will connect to, i.e Remote Desktop. There is technology today that explores this concept. Microsoft has its RemoteFX and Nvidia is launching its VGX technology soon.

I want to test this technology by installing Windows Server and running Virtual Machines in Hyper-V with RemoteFX on my PC. RemoteFX supports up to 12 clients per GPU. In a Quad-SLI configuration this will enable up to 48 users to play video games on a single server.

Has anyone any experiance in this technology? Specificly I want to know if I can start a game in the virtual machine, have the user disconnect and still have the game running in the background. I have read people reporting that Direct3D applications crash after the client disconnects, can this be prevented?
0

Share this post


Link to post
Share on other sites
The crashes are usually due to incorrect handling of "lost device" (I assume you know what this means in an ordinary D3D application). The processes themselves can continue to run even though the user would disconnect. There can potentially be additional complications regarding the user's various handles (including window handles and mutexes), so this type of scenario may not be as easy as one would initially think.
0

Share this post


Link to post
Share on other sites
I am handling "lost device", do I need a timeout routine that SetFocus to my window again perhaps?
If the user disconnects his RDP, will Windows Server do anything to the running Direct3D device other then just take away focus?

So if the user starts the program from RDP, the handle is tied to the connection, and if the connection terminates the handle to the window will be corrupted?

On the Task Manager you have Users tab, I guess when a RDP comes in a user gets listed here as logged in, but if the user terminates the window the user is still present on the Users Tan right? So why then does it crash.
0

Share this post


Link to post
Share on other sites
Are you using D3D9? It was not designed for multi-desktop sharing at all, and there may be internal bugs that cause the crash. I believe the problem is that D3D over RDP uses global mutex (that can be signaled and waited across the network) for synchronization locking, and if you disconnect the RDP connection, the mutex can be inadvertently be discarded or corrupted by the server.

D3D11 alleviates this problem a bit by separating the window and memory handling to DXGI, and using fewer global locks. The global kernel resource sharing (as described above) can still be a source of a lot of instability, though. And yet it is very much necessary for the operation of RDP.

You are not on an easy path, by far.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0