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Massive Multi-Player Networking Technology


Cybernet Real Time Intelligent Routing Technology

The level of traffic across the Internet now exceeds the capability of the networks to serve web content quickly. As a result, demand for faster content delivery methods such as caching have been growing dramatically. Although the available caching technologies solve many of the needs for faster static content delivery, they are not sufficient for the delivery of non-cacheable dynamic content.

Cybernet has developed a patent pending, distributed network server technology for the real-time data transfer of dynamic network content. Our Real Time Intelligent Routing technology provides a low cost, high performance solution that is easy to implement. Real-time on-line applications for this technology include:

  • Multi-player games
  • Gambling
  • Stock market interactions
  • Internet-based classes
  • Chat rooms
  • Video teleconferencing

The majority of web traffic is composed of one-to-one or one-to-many interactions. However, the growth of the online gaming business and chat room proliferation has shown that there is a growing demand for a more interactive experience on the Internet. This demand for interactivity has already grown to the point where the national networks are no longer able to handle the traffic and users are staying away due to poor performance. Handling the demand for an interactive Internet requires novel approaches to increase performance and provide a better quality of service to the end users.

Cybernet's Real Time Intelligent Routing Technology meets this need. Our technology provides a solution for increased performance where there are many-to-many interactions in real-time. Cybernet is focused on bringing this technology to the online gaming business. By providing intelligent routing capabilities that service non-cacheable requests across the Internet, we can provide a faster and better quality of service to the end user in many-to-many interactions.

Cybernet's technology takes the concept of caching to the next level. While caching distributes content across the Internet to reduce load on a web server, our intelligent routing technology reduces the proliferation of real-time traffic across the backbone. In the case of interactive gaming, user requests for data from all of the other players data creates an N-squared problem of data transfer across the Internet. By creating a distributed network running our intelligent routing software, we can remove much of the redundancy and reduce the bandwidth load by 25% to 90%.

In addition, this software architecture provides the ability to reduce the overall bandwidth to the client by culling out data that the client does not necessarily need. An example of this comes in the form of interactive TV. Interactive TV systems provide the ability to watch a sporting event from multiple cameras. Typically, each of these video streams are sent to the user at once and the user chooses which stream to watch at the client. Our culling technology determines which streams the user is actually watching and requests from the server only the data for those particular streams. In an example where there are 10 different camera angles and the user is only watching one, we can reduce the bandwidth load by 90%. OpenSkies also reduces the bandwidth from the client by performing the required routing on external servers. A client who is currently visible from 20 other clients need only send one update rather than being burdened by having to send 20 of them. This is especially important for those players with slower Internet connections.

Technology

Cybernet's Real Time Intelligent Routing technology uses a software-based system running across a distributed server network. The clients (called federates) connect to one of the distributed servers (called FedHosts). These FedHosts then act as traffic cops, acting in concert to route the data where it needs to go.

An example of the OpenSkies Network Model

The intelligent routing software actually recognizes what traffic is going where and who is subscribing to it. So instead of a 100 player game having 10,000 different streams between the players, our network consolidates these streams across the network and can reduce the overall bandwidth by an order of magnitude.

The technology behind this service is based on decades of research by the U.S. military, which have been the predominant researcher in multiplayer simulations for the past 20 years. The U.S. military has developed a distributed network software architecture called High Level Architecture (HLA) that provides for a much more scalable network system than any previous or currently developed system. By adapting this architecture, we have created a patented distributed server system that supports massive multiplayer games, which would otherwise be impossible. In addition, this technology will allow us to meet the bandwidth needs of many other types of multi-participant interactions such as video teleconferencing.

Typical Network Example

Introductory Distribution

Cybernet Systems offers a demonstration distribution to describe and demonstrate the OpenSkies technology. All of the OpenSkies SDK documentation and download files may be found online.

Costs

Details on the licensing costs of OpenSkies can also be found online.

All OpenSkies materials are copyright, Cybernet Systems Corp.
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OpenSkies Online

Download the OpenSkies Introduction OpenSkies Costs - Interested in licensing OpenSkies? Have a look at our license pricing structure.

Download the OpenSkies Introduction Scalability White Paper - A demonstration of OpenSkies' scalability.