Welcome to this special webinar that we have today on e-gaming, the online gaming platforms. I just want to begin by saying that if we look at the last 90 days, especially while COVID has been a tough time for the entire business community, but for the gaming industry, it has been a completely different story. The absence of live sports has given the e-gaming another boost. I'll just quote some numbers that are out in the public domain, for example, in India in the last 90 days, 90 plus days, we have seen 24% spike in traffic that is huge. And currently, the e-gaming industry, the online gaming industry in India stands at $930 million and is expected to grow to $3.7 billion in the next four years, which is a massive growth. It is the sunrise sector. It's where the money is. So the future, if you want to leverage, if you want to play in this sector, I think there are three critical elements. One is the infrastructure part of it. Second is creating that seamless experience and also ensuring that India with its diversity is at rest with all its challenges that are there. So today, we have a topic that addresses all of these things. And the topic is new gen CDNs for online gaming. And I have a very esteemed panel in front of me. I would introduce my panelists. I have with me, Rishabh Mathur, Rav Ponder and CTO, sorry, just a minute, nine stocks. I have nine stacks, I'm really sorry. Viral Mehta, VP, Engineering, Loco, Sanket Savakar, CEO, Sports Interactive, Siddharth Kheria, Group CEO, Nordwin Gaming, Aruchi Bhattacharya, Founder and CEO, Virtual Infocom, Anurad Khurana, Esports Consultant, Stadium First Games, Mukta Aphale, who will be joining us later. She's the VP, Reliability Engineering, Mobile Premier League. We have Manish Agarwal, CEO, Nazara Technologies. We have Shiva Nandi, CEO and Founder, Sky Esports. Anirudh Nagpal, CEO, Aburland Gaming India. Yash Pariyani, CEO and Founder, Indian Gaming League. Anni Keith Sharma, who would be joining us in place of Mr. Ashwin Rao, who couldn't join us. He had some important assignment coming up, some meeting coming up, sorry. Anni Keith is the India Strategic Account Manager for Limelight Networks. We also have Ernest Russell, who is the Technical Product Marketing Manager at Limelight Networks and Charles Cross, Senior Product Marketing Manager at Limelight Networks.  I would, first of all, start with you.  Tell me, how do you see the impact of the last 90 days on e-gaming? What has been your observation so far? Surya, thank you so much for having me on the panel. I think it's a great opportunity and also it's a great time to discuss about esports. As you rightly mentioned that it has grown immensely in this particular three or four months, what I can show you are my experiences with one of our talents that we basically manage, that is two-side gamers who's a free-fire talent who basically plays a free-fire game and then there's Dan and Imo who is primarily playing PUBG. In both of the cases, with two-side gamers, they used to generate 40 million views approximately for a particular month. Now they're using approximately 71 million views in a month which is a huge growth, approximately a percentage which is more than 80% up on the viewership which is out there. The second thing with Dan and Imo also, he has grown immensely. He has now a subscriber base of 7.7 million subscribers and is going at a rate which is again at a percentage of approximately 75%. So this is in a personal capacity of an individual creator when it comes to the genres of the content which are out there in gaming, they are growing at a very fast pace again which is again a tournament culture which is growing on right now, which are the screams which are happening, the practice matches. They have seen an enormous growth in numbers. So I'm pretty much sure that the best people out there are sitting here can tell you about, tell more about on the tournament side and also again there are some other aspects of casual gaming as well which I think Anurag sir will be mentioning you about and then Manish sir also can help you out with it. I want to come to Mr. Khurana with the same question. What has been the learnings for e-gaming players and as I said at the outset that there is a spike this huge traffic coming towards e-gaming platforms. How are you leveraging it? Are you prepared for dealing with this kind of traffic? From our experience we were not prepared. Since IPL was coming our focus was all on the fantasy part of our platform but that getting not happening we immediately started the e-sports and the response was tremendous for the first tournament that we did for Clash Royale. We got 11,000 plus registrations and the best part was out of that 11,000 people actually 8,000 people came to play the tournament which was a roughly three days tournament and that was our entry into e-sports then we thought that it was because of a fluke so we launched another three month long tournament for Clash Royale where we had another 10,500 people registered. So that has been our journey and trust me we were not prepared for this. When we launched the tournament we just launched with 512 players registering and maximum we had kept 1,000 people registration but those 500 just happened in half an hour so we just ramped it up. We were like okay let's move it to 2,000, 4,000 then finally even two hours before the registration was supposed to close we closed it before because we had got 11,000 signatures for our first tournament we were not sure how would we execute but response was tremendous. Mr. Mathur, tell me from an infrastructure point of view the knee gaming architecture point of view what has been kind of your observation what needs to be done in whatever you have learned from the last 90 days? How do you think people can deal and leverage this kind of a traffic flow that is coming? So yeah I mean rightly put Royale I think architecture is you know the basic architecture of your product is very important and you know the architecture should be such that you are able to scale up both breath wise as well as you know depth wise. So in order to do that I mean we at Ninestacks we basically we have a microservices architecture so wherein each of these microservices are dockerized and you know we use Kubernetes to you know basically to containerize all of these this basically helps us to you know in you know however unfortunate this COVID situation was we did see 300% you know rise in our registrations right there were 300 I mean if we were looking at 40,000 users active users a month that grows to you know 3x in one of the months and you can never be prepared for such you know such a scenario so absolutely I mean Anurag I mean you're absolutely right nobody can be prepared for such scenarios it's going to it's insane if you're prepared but I mean if the architecture is built in such a way that you know you're able to scale up easily that really helps and in this COVID situation it did help us a lot. Mr. Mehta I want to understand the local story of dealing with this the experience of last days and overall you know what do you think how is the landscape shaping up a little bit of that and plus the last 19 days developments? So we launched the the latest incarnation of local which is local game streaming on 1st of April so we launched during COVID and so we have been building up features and seeing a tremendous growth in terms of numbers that we're seeing our initial focus was obviously in any two-sided platform is to kind of secure the the supply side so secure people who want to stream so we sent out a form just to give you some sense of the interest in this space as well we sent out a form saying hey why don't you just give us your phone number email name what game would you like to stream and just put a link on the app right over a week we get 500 600 responses within a week or two weeks we got 30,000 responses that's massive all of them we debuted in like 24,000 so it is just mind-blowing the amount of response we are getting and as Rishabh said the only way to scale is to make sure that your architecture is designed to be horizontally scaled you have to be able to have an architecture where you can just throw more boxes at it and it'll just take more people and just take out boxes when your traffic goes down and be able to manage that otherwise you'll be otherwise you are massively over engineering if you're able to able to serve it and if you're not able to serve it then that's just the worst possible situation to be in so there is tremendous interest in this space and that's our journey so far and it is we have a similar system we don't use containers but we use the straight EC2 instances and services like that every scale like that right so I have two announcements to make one is that we are taking questions we are lying on Facebook and other social media platforms you can post your questions there or send us here on the Zoom app also we I want to request my speakers to limit themselves to two minutes so we have a lot of questions coming so we can address all of them so I want to come to you Mr. Sawkar give me your your your side of the story your learnings from the last night sure so I mean I think everyone definitely believes that it's been an unprecedented situation and especially for for the gaming industry and there are a lot of things that people had to pivot to and again there are two sides of the story on one side you have you know the fantasy sports platforms which have taken a major hit because of lack of sporting action all the events being cancelled or postponed and they try to supplement that with other minor tournaments but it's not the same thing however you know with Europe parts of Europe opening up especially football resuming things should start looking start to look better but on the other hand the online gaming platforms that host you know the likes of Rami, Tirupati, Poker, Ludo, Quiz and other skill based games have seen a massive surge in traffic and you know the numbers that you stated close to 23-24 growth is is is actually phenomenal and what are people doing people are you know turning up on the on these platforms for for seeking simple entertainment and social connect so yeah that's that's pretty much been the story right Mr. Kedia if you can hear me can you hear me yes great yeah so Nortwin has been doing a lot of work in e-gaming and in there for some time tell me your learnings where does the next phase of growth come from you know just want to understand your perspectives so you know by the way just to just to be a little bit of a puritan it's e-sports or gaming e-gaming is kind of a misnomer but having said that I think the two things that we are seeing is one is the cultural context right so we have seen that cultural context shift in the last three months from parents telling kids don't play a game it is not good for you to now joining them and playing with them and that's a massive massive shift right so you have to understand that's like a tectonic shift which which happens once in a while in any industry and it's happening in gaming right now the second thing which is happening is we are seeing a massive shift in terms of people who are willing to compete who want to aspire to be professionals in the world of gaming and that's where e-sports really comes in to give you an example we run you know we run our national championship called India Premiership and it runs for about nine months of the year and we are in the summer season right now so when we started the registrations this year we were reporting and we were feeling happy every few days we said 100% increase from last season 200% increase at about 400% increase we stopped talking increase in percentage and now at the end of the registration for this season we have seen a 19x increase so where the number was 3000 in last summer it's about it's sitting at 57,000 people wanting to compete and play professionally so that's happening on the watch platform on the view on the complete platform on the watch platform again we are seeing massive surge right so we have seen surges to the to the tune of 1.2 million concurrent views on youtube and that is no mean feat for e-sports to achieve those are regular you know cricket use to talk about those numbers of course now cricket has gone a little ahead but a few years back cricket was talking about those yeah so I think that the two things that will happen is that in the post-covid world as we are calling it would there be a little decrease in the number of people who are gaming yes will that be significant no because people have now got used to a new form of entertainment they are going to play more games it is more interactive all other forms of entertainment thus far were passive this is the only active form of entertainment both competing playing watching all of those right so I think the shift that is that is going to happen according to me post-covid is that we are going to see increasing interest in both playing games for fun and competitively and watching others play competitively and there's going to be a significant shift in that right right anyway I mean there's not a fixed format with this conversation anybody wants to rebut or put in his viewpoints when somebody has is speaking is we have that format as well I want to go to Mr. Bhattacharya and ask that we Mr. Kedya spoke about that behavioural shift you know how that cultural shift is happening give me a little sense are you do you agree with this and what does it mean for the industry the esports industry super well it's a beautiful discussion actually that's happening honestly speaking when you look at the entire population of India we have three different segment one is the kids who are playing games second segment is the parents who are right now engaged with these kids to play games and the third segment is the people who are aged above 50 55 60s so they are maybe grandparents of those kids so when you look at the industry according to my understanding India saw a lot of those over 50 people they are downloading their games into their smartphone and engaging themselves with those kind of play and movements and all not only that I have got a few of the reports from those old age home those guys who are aged above 70 75 plus who actually downloaded a lot of casual game I mean they don't understand the esports of course but they are inclined into the casual games they are going for those kind of play modes and making friends so what happened in a way is just an interaction with these guys with maybe some kid whose age is about 12 or 14 and they are interacting using the game as a media so I believe personally post COVID-19 if you look at that word those connection cannot be destroyed the bond already happened for the last you know 60 90 days so a person who is like alone at home who don't have anyone to talk with they got beautiful friends overnight and they are interacting they are communicating I feel it's not about gaming it's about more personalized experience for people and that's going to stay and that's going to continue for I think next five six years minimum until unless we have some other wave which is coming up and changing everything just to add the royal I think see he's he's he's right in saying that we we are seeing a shift in user behavior here right they're seeing a shift in user behavior now now online basically screen time has risen considerably right and now online is the place to hang out because the usual is to hang out they're missing and you know for us at nine starts we saw a huge surge in you know requests for private tables and private tournaments so that people can play with their own friends instead of you know the regular table so that there was a huge surge so much so that I mean I mean this is what we are going to do now in you know in the next set of innovations we have to retain these users right we have to retain this this user behavior is not going to change now so we have to we have to cash on this user behavior and you know that's what right right Mr. Agarwal I want to understand you from you the learnings of the last three months everybody has you know kind of different perspectives what do you think have been the value adds for the e-sports community in the last I think in three months a lot of Siddharth and everybody has spoken about I think the beauty is that e-sports is mainstream brilliant that's right E4M doing a limelight conference on e-sports meets that you want to you want to be streaming off the e-sports yeah so you want to push this to your brands and for all of us honestly ecosystem needs more money in e-sports it's like good old days of cricket when the money came into the business you saw more and more aspirational among players to compete compete for the highest standards and that had a direct correlation to more eyeballs and a virtuous cycle but created I think the same virtuous cycle hopefully will get created in e-sports to me that is the this is the beginning of the outcome which covid has done and with lots of journalists talking about e-sports more such webinars happening on e-sports I think a lesser job people like me have to do about evangelizing e-sports so I'm very happy that now the chorus is increasing and more and more groundswell will happen and e-sports will be mainstream and maybe maybe in three four five years time this is really going to disrupt the whole sports ecosystem and that is what I believe the power of virtual games is that you have it's it's being played it's being competed and it's being watched on the device which is with you 24 hours and I think that's the beauty of it and I the added element which really happens is the community part of it the moment you add community to it the more stickiness and more engagement happens so I think e-sports is mainstream is the main outcome of this okay perfect uh Mr. Nandi I want to understand that we speak about the mainstreaming and do you think this push was needed I mean at covid in a way it became I mean I don't know should I use the word certain kind of a blessing for the community for the east gaming community you know it needed that push you know and it got it do you think now it is here it has arrived do you think so yeah of course we need a certain kind of push for e-sports community as of now and there's a right time for the community to push to the next level this is the right time actually so since we did a tournament last two months it was happened around 60 days the push was it was insane we didn't expected that kind of numbers and that that makes us to do a lot of things for the community and for the people okay so that tournament we have associated with the loco and we did pubg mobile broadsters class of plans and but pubg mobile yes it will do good in terms of numbers but what we were surprised is broadsters and class of plans rain versus did amazing numbers in terms of participation in terms of watch minutes and everything so the community is loving all the communities became very active so now going forward this kind of things have to be leveraged to the next level in the e-sports team right Mr. Natpal is it the absence of live sports that is giving distraction or it is genuinely also gonna stay here your thoughts so you know what I feel is that as everybody is saying that e-sports is now mainstream what we have observed is that since the time that we have been into it since 2017 we have been seeming see seeing that it was tending towards mainstream forever now it has been a massive explosion of mainstreamness towards e-sports but it was tending towards this for example if I tell you since 2018 there have been collaborations with the artist who are from the west that is Alan Walker for example is a very renowned DJ so when he launched this song in pubg he collaborated with four of the Indian pubg players that happened in early 2019's then from that particular part to moving towards the best kind of people who are in terms of growth coming into the picture with the with the athletes which are right now there who had observed a tremendous growth from 100,000 million a very short short short span that happened in e-sports again then again if you talk about there was the first collaboration which cricket and e-sports saw was again in 2019 for IPL itself so KKR collaborated with one of our balance who was at that time Kati Milati they collaborated on by playing FIFA so we were and we had posted this particular picture saying that e-sports is now mainstream so that happened in early 2019's now is the time that people are starting to observe the multiple aspects of business in it and there are plenty now now it has diverged itself into roots into segments which are now being seen as a profitable aspect for many companies which are MNCs and have come and seen some growth in their business there's one more aspect which is that when you talk about e-sports as a structure it was consumed as a content but as an organization as a structure it is yet to grow and talk about this structure I talk about the tournament sector which is still growing in terms of infrastructure in terms of standard like how we see cricket right now we don't see any of the tournament that are happening yes the tournament companies are upping their game and people are absolutely fascinated by it and with the likes of Nordwind Plotonia SRED coming up in the picture and picking these things up and also there are some e-sports organizations who have recently invested so when it comes to e-sports coming in mainstream I think it's it was mainstream already it is now getting structured and organized and also the business aspect of the economic sense of it is growing that is what it is all about from now onwards it is mainstream from from from a last 365 days I guess so you think it was all okay perfect yeah the perspective yeah so Mr I want to go to Mr Parijagi can you hear me yes yeah okay tell me what is what are your learnings from the last 90 days what were the challenging parts of this these last 90 days for you so I think we know the traffic has searched but what were the challenges that you faced yes so twice we've had to upgrade our server due to traffic and reaching things we're hosting our website on AWS and we've had to upgrade our package twice in the last three months we kept thinking that okay this should last as good for the next three or four months but it kept hitting in the new month so I think those are a couple of obstacles increasing our tech support and doubling our tournaments I think in March we were averaging about 150 tournaments a month currently we're at 280 to 300 tournaments a month so we and we're still keeping that track despite the unlock happening so we're ensuring that we're keeping the users engaged as well okay Mr Rustul I want to come to you I mean you heard all those steam speakers and mainstreaming high it's the new such as the bright future all of those points have come around and somebody also said that tech there was a challenge of tech there tell me from our tech perspective how do you see the last 90 days and what are your observations I'm seeing the same things when how I like to think about it is is not necessarily a change but an amplification right because our our kids our workers even our grandparents right have have more time to spend at home more time to spend playing games and you know I know even locally here I have I have sons I have kids and you know they've been able to to play more enjoy more right and so from a technology perspective it's something that we're seeing on both sides from a CDN standpoint we were seeing and Charlie will talk to you a little bit about this later is that we're seeing a large increase of not just in video games but in the delivery of video right and and we're it's good that we're and the line might be in the CDN company we're we're really in a space where we were prepared to help because we were used to delivering large files large quantity of files and high quality files and that's you know that's one of the things that you need to to deliver a good video gaming experience right Mr. Sherma I want to quickly come to you before I go to Mr. Cross so your quick thoughts on this yeah absolutely I think this was unprecedented and the fact that all technology partners to the gaming workflow have to scale up to that and the fact that the industry has been able to do it and analysts here would add their views if they've had a success story with that but so far what we're hearing is that it has gone in the right direction which means although this was unprecedented the tech partners that the industry typically chooses to work with the top companies have built robust systems and are able to scale up on on a moment's notice to serve this right Mr. Cross finally to you this is with this question round your thoughts on the entire what people have spoken before you and what are your observations what do you think can happen in the e gaming space you know espo so that it goes to the next level what are your observations you're on mute Charlie yes sorry can you have you Charles you're on mute I think oh yes yes please I'm sorry yeah so I don't want to give spoilers to the data I'll show later but let me say that looking at the data across the 10 regions that we did the survey by far the the volume of game playing coming out of India for all types of game is far above any other country and on the planet really you know esports we saw from other surveys already in what I call millennials younger already esports bigger than watching traditional sports for them even before this but as somebody mentioned this has been an amplification so having the pandemic and eliminating physical sports has just amplified the use of esports tremendously so because India everybody in India plays all of these different types of games it's not just certain games but it's really across I think people all over the world will watch what happens in India in terms of scaling up and how this is working through society because you're taking the lead in the world and in almost all of this the cultural effects the numbers of people playing the issues of scaling it's all happening to you a little bit sooner so you'll have the eyes are on you to take the lead and show everybody the way perfect I think we have understood I add something yes please please please yeah you know what I have seen at least I'm shifting a little bit from esports or gaming to a complete different dimension it's relevant actually so I have been raising fund for one of the project based out of Australia which is making the aircraft engines right so while making their deck the amount of money they are investing along with that I brought in one company based out of Ukraine who are mainly specialized into XR and how to make engines in XR beforehand to have an experience into it they are integrating the whole thing and started raising money it never happened before so people understood that this is the only way where they can do the collaborative approach they can use the net they can use the network collaborate with other engineers do the project all together and then take it forward so industry started realizing the fact that post COVID-19 before everything becomes normal they have to work and take it forward and for that they need these kind of small small integration earlier it was like a hard pitch like you need to pitch a lot to make them understand why you need this kind of gamified solution but now people are upgrading themselves the whole industry understands that yes we need these kind of segment maybe game technology can be utilized in industry it can be on a mainstream gaming it can go after a casual genre it can go see serious it can go esports but yes the industry is going to see a huge high it's going to see I believe it's going to stay perfect I want to come to you Mr. Koran we spoke about you know we have learnings and everything else but now there's another expectation from people who are in this space which is providing a seamless experience you know I think that is the next big conversation and as somebody writing said that you know brands are also looking for you know in the absence of live sports you know there's a certain kind of mainstreaming happening and brands might actually start sponsoring you know there might be a different world altogether tell me how to when the seamless experience when we talk about it how important do CDNs I mean what role do you see for them in in the next you know the next stage of esports or online gaming whatever you call it you know what is the role they are going to play how critical is that element I think I'm not a technical guy but whatever I understand of CDN infrastructure I think for delivery of the video content the streaming part that is that definitely requires great CDN services like limelight and others so that is where CDNs will play a much more important role than just doing esports tournament because participation is not in couple of millions for tournaments but viewership is in millions so according to me we need great CDN infrastructure and platforms like limelight to basically deliver that experience seamless experience to the viewers that's that's my take on CDNs requirement I'm sure everybody on this panel knows and understand your CDNs too but just for the benefit of the listeners out there like CDNs are like the private told highways of the internet that get you get your information across the internet way faster than your regular internet traffic travels and without CDNs none of the modern services that we are just used to and expect to work Netflix, Amazon Prime, Hotstar, Zeefa, any online service they just simply would not work so absolutely yes I think we are absolutely crucial so I want to I want to come to you only Mr. Mathai with the same question that are we are is our industry in India for example the gaming industry is it equipped to deal with the next phase of growth that we are expecting that we think will sustain you know after this COVID in terms of tech what needs to be added to be changed what is your suggestion as far as the tech goes we are as a country as infrastructure we are 100% equipped to handle all of these both it's not even a question and and no small credit to companies like Limelight, Akamai, AWS, Google all of these guys were made computing and scaling computing a commodity for the for us and that is amazing it's incredible amounts of work but that's amazing for us so we can just say I want I want to triple my servers all I need to do is click a few buttons and I have 3x the servers like same thing with Limelight hey buddy I need to 3x my bandwidth for the next two days okay done that's all I need to do there is nothing as required you roll back the time 20 years you'd have to buy infrastructure right so so that we are completely equipped what we really need is support from from the advertisers so right now eSports and all of that is a very very young audience and the young audience as Charles put it the millennials millennials or the children of millennials are actually consuming and playing these games and those will very soon be the most difficult audience that brands actually want to reach and so this is one of the ways to do it and so we really need support and recognition that eSports truly is a grown up formal smart mature industry that can deliver the goods and and and not just leave us as like oh five percent digital innovation marketing budget stuff no I like to add to that as well to this point that you know what we have observed in the past approximately one and a half years that brands do have interest in it how we have seen that is with the campaigns that we have done they have sold out the products that we have endorsed with the recent campaign that we had done with HPE sold out the laptops with the recent project with the AMD that we had done sold out the products which were out there in huge numbers and then again there are the applications which are out there like probably like MPL or probably like eSports based applications and also pdm's kind of investing in in games to also know that the kind of that is involved right now is huge all we need to do is sorry sorry let's lost your connection okay let me let me go to Mr Kedia again if you could hear me sir yes I can yeah yeah okay tell me what are your observations as far as the tech side and creating the next experience in gaming online gaming is concerned what are your observations are we prepared do we have enough of that you know infrastructure of this infrastructure to make it possible in a diverse market like India where for example in a tier two tier three cities there is a broadband issue there are multiple issues what is your observation so I think you've hit the nail on the head right so while I agree with Viral for everything that he said it's just now the good news is India is a mobile first country so while we started out on PC in the eSports space console was kind of non-existent and PC is building and PC is improving but India continues to be a mobile first country and for mobile first country you know whether it's whether it's gaming or it's eSports one needs to have the cloud infrastructure right up there now if you look at cloud infrastructure the infrastructure which is being used is the aws is the azure's the google cloud now that's the cloud which is used where you have issues is where the telecom operators don't have the best bandwidth and if you look back two years or three years versus today that has significantly improved like I don't even want to get into the numbers of how significantly it has improved but that has significantly improved are there some pockets that are remaining that still have intermittent bandwidth issues yes are we on the is every telecom operator looking at improving those pockets and and aligning those pockets at par with the rest of the country the answer is yes so I think we are very very well positioned from an infrastructure standpoint like Viral said be it limelight be it akamai in collaboration with all the telecom operators we are only get becoming bigger and better by the day and I think covid has has accelerated that entire pace by three you know what would have happened in the next two to three years has happened in two months does that mean that every single infrastructure provider out there would be looking at saying okay now how can I make some of these markets where where some of these issues persist as my key priority I would tend to say every single infrastructure operator is looking at that right now so I think they are very very well placed to to get to play the future where you know broadband and technologies and cds are going to play a very critical role because if you see the two industries that have been on a gallop ever since covid has started is the video ot and the gaming industry and both of them are heavily dependent on cdn infrastructure absolutely absolutely. Mr. Saukar the same question to you from a tech and infrastructure point of view you know district structure infrastructure what are your observations where is the next level needed where are the challenges yeah and I think a lot of people have alluded to the fact that from a capability perspective india is right out there and what has made that possible is the democratization of technology that these platforms and everybody has spoken about them the aws of the world the assures of the world and that's just meant that you're able to do a lot more with you know you know with a lot of efficiency and again the the future is going to be with a lot of ultra low latency systems that people would need to architect a combination of technology choices across the cdn because there are some problems that the cds may still not be able to solve because not everything and there will be some decisions that have to be taken on the cloud so it's a mix of technology sets that will come together weighing the pros and cons and you know delivering the solutions of the job but perfect uh before I come to mr vatacharya I just want to request all the speakers to mute their microphones you know and unmute it once you're speaking so that you know there's clarity in audio also to all the viewers that we are like on facebook and you can post your questions on facebook we can send us on zoom we are getting a lot of questions and we'll keep the last 10 minutes for it mr vatacharya your thoughts on the gaps in in the digital infrastructure as far as gaming is concerned well uh if you are asking me this question it has got a two different aspect one is from the company who is providing the service and the user base and the consumer if I look at india to be very honest if you leave the four or five metro cities if you go beyond that if you go deep into the players who are mainly playing from suburbs there is a huge gap till date in india regarding network connectivity so it's not about only gaming it's about working from home as well if you want to put your employees who are maybe from some distance village and they want to work from home we don't have that kind of infrastructure when you go deep into the you know players experience as a player if i'm playing a game and i'm playing an online game with multiple different friends of mine and somehow in between you don't have the internet connectivity or somehow your network is off as a player you feel really disappointed and if it continues it's not very healthy for the ecosystem and to be very honest if you look at the esports industry I think we have got more than 40 to 45 person players who are not from those five metro cities so players are there who are actually trying to engage themselves learn a little bit communicate and as I'm saying get those personalized experience be in the mainstream I guess we lack a lot on that front so we need an infrastructure for those guys who are looking for engagement level learn a little bit esports is not about as my personal feeling it's not about only play when you play a game when you play any game in this this genre maybe maybe hack and slash or maybe a cricket kind of game whatever fantasy sports it is actually increasing your IQ level so it is actually increasing your speed level if it is actually increasing your thought process it is improvising your your thinking criteria so let me take example of my kid so he's about 12 and he started learning this this three months period he used to play games now he got a understanding if I'm playing games I should create games I should understand the coding part of it and I believe it is happening in multiple different areas in India people are more inclined and I would love to ask my co-panelist like we have a huge gap in India regarding game coders game artists and people are inclined to be into this you know this industry and when you talk about playing games and from playing games if you can convert those players into game makers I think that's one of the best way because they know the experience they know how you love to play something how you are engaging with something and I guess we should more look into those network issues those those electricity connectivity problems rather than only only thinking that okay fine we have got great infrastructure in India I feel there's a gap till date that's happening in fact I would love to touch upon let me take a little bit from the previous time I am actually I can see that there are local movie makers like film production house they are converting their movie making process into complete different way they are they have started using tools to create home-based movies which is a you know beautiful content and these guys are coming up with their own OTT platform so certainly that will happen in your CDN I will touch upon those points I'll come again and I just want to go to Mr. Dandy right now with his thoughts about creating the seamless experience that we're talking about you know how do we make sure it stays the next level you know is there yeah so the thing is when we are broadcasting a lot of contents a lot of a multi-language at the same time in our experience I'll tell so we are facing a lot of bandwidth issues and a lot of internet issues while casting broadcasting multiple languages so that we have chosen cloud server technology to to have a seamless productions for the broadcasting so going forward so the bandwidth and the server cloud server technology has to be more precise more improve so that we can have us in this broadcasting so right now we are facing a lot of problems on the broadcasting so that we have chosen the cloud technology but going forward we have to go and right Mr. Mathew your quick thoughts on this sorry our audio is muted see Siddharth already I mean rightly said that we are a mobile mobile first nation right being a mobile first nation the first thing the biggest you know challenge that all of us must be facing is to to keep our applications highly available to the users right and in order to keep those keep the application highly available there is only so much that you can do you know from the front end optimizations minifications you know certain compressions or image optimizations the other thing that you can go you know go towards is of course CDNs so these are the these are the two things that you know that can make your application highly available apart from that I mean touching upon what I said see tier two tier three cities are now important I mean we see a bulk of our revenues coming from there as well so the other thing that we need to figure out is localization right so how do you localize our I mean application so that the best user experience can be given to those you know type of users that's that's the idea Mr. Pariyani I want to come to you with this your thoughts on the road of CDNs the new ACDNs in creating this experience what are your thoughts on this so it's definitely helped in giving a rural network areas more connectivity and that's definitely helped with the traffic and we've definitely seen a huge growth in the tier two and tier three cities not just in the tier one cities as everyone has mentioned as well and I think that's all related to the CDNs and having you know users being able to have access to these mobile networks now and being able to operate and play those games and have you know being able to log on right so that's basically okay Mr. Adilwal your thoughts the tech side how do you see that seamless experience becoming even more you know what you call smooth for example because live sports is not there people have much more expectation from the gaming platforms than they had before if I'm right do you do you think we are prepared for creating the next level of experience see I think tech is is enabler and today the technology is not a limitation it's your imagination which is limitation and what you want to do and what you want to deliver so I don't believe that the question about whether how will we manage what will happen will take you to deliver I think those are all not the questions not the problems which you are really looking us on there is enough and more capability and capacity in the both intellect side as well as in the execution side which is available for somebody to create highly scalable business model in the space of e-sports or in the space of live streaming so I think the question itself is is is not a question right so you're saying that we have the capability but the main point is that are we do we have the adjustment you know do we have time to quickly adjust I mean how do we respond to this demand today it's everybody it's elastic right so it's not that I think Rishabh said or somebody said that it's not that you're buying hardware and you're trying to take some some go downs and then put your server farms and then try to put that iron in it and then try to know that's not the case so I think fundamentally the how do we be what what every company would need to really figure out is that how do we really harness and build experiences which are really going to work on mobile networks they're going to work on varying mobile networks they're going to work on on wi-fi which is very very strong versus versus the small town big town just the mobile network sucks everywhere it's not a limited problem on the small town or a big town there are pocket their pockets where it goes down so how do you how does really ensure a consistency of experience how does one ensure that that that your product really is understanding of the indian needs and whether it's limelight or aws or anyone how do we really adapt to the infrastructure conditions in india and really create those experiences in line with the with the cto's I think that's the important part of the capacity of servers is very highly scalable elastic so I don't think that's an issue right uh mr uh sorry uh mr uh not bad I won't come to you uh now go over sorry uh I want to have your thoughts on this so sorry your audio is muted uh sorry I can't okay while while you're connecting let me uh put this question to mr. Sharma your quick thoughts on it we have heard that you know people want networks that can that can be agile and that can be you know from a strong wi-fi to a mobile network that is like you know that goes up and down in in a in an urban center also there are pockets where you don't you don't get to the network how do you ensure that you know you create that tech side of it which will be seamless even in such situations I think well the solution is not at one point there are too many things that go into it there are some gaming uh scenarios where latency is the most important those are places where multiplayer players are responding to each other in real time and that's where latency plays a real real critical space and there's some games where it just does not it's not very critical the question is there's nothing that a cdn per se would do about the last mile directly there are things that the optimizations that are done indirectly to improve that and obviously Charles will talk more on that uh though they're just peering that a cdn does but telcos how deep do you go into the telcos to make sure at least you minimize the length on the last mile how much the data has to travel on the last mile and how much you can accelerate through that's very important personally speaking as as a member from the gaming community myself it's frustrating uh like he rightly said uh even in urban cities uh you do not have the best networks always and it's frustrating when you're in a competitive scenario as a gamer and uh you do not have the right network to support you right uh Mr. Nachman if you can hear me now um your thoughts on this absolutely absolutely I'm so sorry uh I was muted at that time couldn't also yeah so as everyone rightly mentioned I think that this is what the bigger role here is I guess the intent would put out things and also the intent to go ahead and do something which is out there and different with respect to the growing environment and grow this particular space so once that happens happens I'm pretty much sure that the technology that we have is sufficient is suffice is moving towards that a great space so that won't be a problem as per say and what we have also observed right now is that I was earlier mentioning this as well that uh there are brands who are keeping an eye on it there is money which is going to flow once there's money there are businesses there are things which are happening at a very great space at a very great pace and this thing will be definitely supported by technology that we have right now as we'll also mention as many said also mentioned that the intent has to be right and the less things are I think that pretty much taken care of right right uh Mr. Russell I want to understand I mean tech part of it you have heard all the speakers what are your thoughts yes um a lot of good feedback here um one one thing I would like to add is that one thing we've we've learned here at limelight networks is that we we can't be so competitive that we're not collaborative right so in order to provide our users with the best experience um sometimes we have to partner with tailcoms um we have to partner with with cloud providers and when I say partner we have to make sure that um that our data locations are close to theirs right so that um as you're getting um your data from the cloud right that that we can deliver it um that last mile optimally um so um I think that you know the pairing and the partnerships um at that last mile are very important to continue um improving our performance um especially in in regions like yours and in india um where again you may not have the best um mobile connectivity um I would I would disagree I don't know why people keep saying there isn't good connectivity in india india has by far hands down the best mobile connectivity of almost anywhere in the world and the cheapest possible prices I was in the US in this December I I was in I was between ported in Seattle I drive 15 miles off of the highway between ported in Seattle and I have no connectivity yeah I have no problem I'm streaming my bollywood jams all night long 20 miles from the national highway india does not have this problem there are pockets obviously yeah india has a problem of cheaper phones poorer phones but networks are top class and uh we pay two dollars a month to get 60 gigs of mobile data a month right that so it's just I disagree with everybody mobile networks are fantastic here what we really need help with is all of the technology providers are charging india the same global prices in US dollars now what amazon I I don't know of any other range but amazon published rates they are charging us 8 to 10 cents a gigabyte for data transfer but on the flip side my consumer my customer is not equally monetizable so there is a disparity in how much money I spend and how much money I can make to be able to run a successful business model so this is the real help we need from the technology providers that do what you have to do I understand these things are very expensive to make etc etc but you have to somehow do something to help regions that have lower monetization per customer to have cheaper rates because if I keep paying the same global rates then I'm not getting funded like those guys right what what a series a in the bay area is is a series b here so my I don't have that much money to spend so can you help me out that way and you will consistently see the world's largest numbers for streaming in india because we have the population so while our numbers are larger our bandwidth requirements are larger our unit costs are higher and our monetization per customer is lower so we are in in deep trouble here if we are charged the same rates as a u.s. company is um so so sorry your voice dropped I'm so sorry you're facing the network but just yeah but thank you very much for having me I have to drop off unfortunately thank you mr metha for joining us you raised some very valid points and I'll come to mr cross with those points you heard them you heard the concerns and the positives as well as the challenges tell us how do we solve this give me the limelight perspective of how do we address these issues so your audience muted okay so what's clear is that you know the actual technologies are not a mystery you know from where cds are now in the private networks and so forth we see 5g coming um edge edge is going to become a big part of this as well to try to keep more of the game processing closer to users so the the technologies are not a mystery what i'm hearing is that we have a business problem not a technology problem right it's a it's a money I see shaking head shaking yes or is it right it's a money in an investment problem it's a business problem not a technology problem the technologies exist if the uh you know if the money if the money is put into it to expand the infrastructure and it's a mobile environment we know what the technologies are invest invest in it and it will come you know that's that's a lot and it's not the customers are no right you you have you have the customers you have the users there and they're begging for the connectivity to play so it's I would call this a perfect storm so you just have to add money right perfect so um uh we'll be going we have one I'll go ask one question and then we go to the question answers that we have received um I want to go to you Mr. Khurana I want to start with you um what are the broad trends that you kind of you know you can see in the foreseeable future in the Indian gaming industry that would kind of define the industry broad trends if you could uh giving is becoming mainstream that is the biggest trend that I would like to bring the modest as Manish also said because I've been in gaming for uh I started my gaming career back in 99 so I'm I'm an old guy in this webinar from time I was spending the gaming per se but uh we used to every year I've been in this industry for almost 15 years I took a break for just 10 years we used to go next year is gonna be the best year for uh Indian gaming industry but now I can say that 2020 has been the best year for the gaming industry first time I can say with the very conviction that this has been the year that we have been talking since 99 that this year will come that is one thing second thing I think uh uh gaming has been accepted as a way of life even by non-gamers giving you a very small example in just 30 seconds my wife who's not a gamer and she hates because my kid and myself are two great gamers in the house but right now since she's also stuck at home she loves playing the Ludo on freedom first game platform so she has also turned a gamer of course a casual gamer but right now my son only gets uh scolded by her for an hour that he's playing too much whereas it used to be for almost 23 hours in the past so acceptance of gaming as a way of life is another uh trying which is there and of course for e-sports acceptability legitimacy for e-sports as a uh a sport per se likely of course it can't be of the I don't expect it to be of the same uh here we look at cricket because you know India cricket is a religion not a sport for us but acceptability of e-sports also as a sporting event is also being accepted by the industry or largely so I think those are the three trends that I've seen and we'll see just increase on the numbers going on right welcome to you Mr Karyani with your thoughts on the broad trends that will define this space so mobile gaming as we know is going to be one of the largest uh in the next coming years followed by I think console we're seeing arrives now I expect uh you know with playstation 5 and the new xbox India will hopefully get a decent amount of users over there and we can see a growth over there but the highest will definitely be in mobile network and having mobile games that's where we've seen the biggest trends and we continue to also have majority of our tournaments around those games and we're looking to now have you seen the trend shift recently in the last three years as they mentioned it was a pc trend where dota and csgo were like the highest games in India with the most monoclon current users currently that's changed completely with the introduction to battle royale through games like free fire through pubg so these kind of games the new format of gaming as well has opened up a new array of gamers so we can't even predict what kind of games are going to come back and come in the future you know with new technology there'll be new formats and it'll be lead to a new array of gamers as well so but again we see that and maybe augmented reality and vr could be also this year in this decade we'll see an exponential trend as well cool mr agar maal your thoughts quick thoughts so if you look at it I think uh what is still elusive in gaming is the monetization right and I think that that needs to get started uh gamers number of gamers time spent and everything is fine and uh the more the gaming becomes multiplayer the more you know really kind of move towards giving great experiences the cost keeps increasing so I think the monetization has to really keep in pace with the cost otherwise a lot of companies will find it very difficult to keep sustained on the growth and how to manage the costs right I think I go back to 15 years back where the award on odd platforms every streaming cost was more than the advertising revenues which used to make and I think with the social multiplayer huge amount of casual gamers they're playing and not kind of paying that's that's to be is a big solve which needs to be figured out yeah mr kd are you have quick thoughts on this so you know on the on the monetization side I think manisha is already added I think from from my perspective from an esports perspective the two things that are going to change is uh media companies more and more companies are going to come in and and take media rights for esports in India they are going to showcase uh esports on their platforms and as that happens a corollary of that is more and more brands are now seeing that if they have to connect with youth if they have to engage with youth if they have to build a community and enjoy the benefits of loyalty and connect with the youth esports is going to be one of the primary drivers for that and hence both from a sponsorship and media rights perspective this industry is going to get the much needed philip which regular sports has gotten a lot of free in a lot of countries in different ways so whether it was baseball and basketball and football in the us whether it was football in in europe whether it was cricket in india this the for esports to become mainstream it will be driven largely by media companies and brands alike perfect I will come to the rest of the questions there's a small presentation by mr cross and then I would come to you mr cross you can start your presentation okay I'll share my screen and I'll go very quickly through the very quickly through the data here because I don't think any of this is going to be a surprise to to anyone so I'll skip the right so right so nothing new mobile's primary we've all said that um frustration by slow game downloads and in interruptions we've talked about that as well um watching others play video games so a lot of the data you're going to see this is how much I just want to reinforce how much more things are happening in india than the rest of the world so on average twice as many hours per week than any other countries just watching watching esports um but they still watch well not now but before the pandemic they still watch traditional sports on television twice as many hours as people in other countries you know not obviously not true today but that was that was the case before uh we'll see what happens on the other side when esports or when traditional sports are playing without people in stadium and starting to show that we'll see if that continues fast performance is very important and then simple gameplay is second this is this is a big huge thing they everybody wants fast performance um in fact gaming so popular that a lot 30 percent of people they play daily at work at least a little bit of time you know they they can't help themselves um and somebody had talked about how so many more players in india want to become professionals they they want to do that so yeah 53 percent in the survey and this again the highest of any other country if if they could support themselves by being a professional they would and uh interfering with daily activity so uh this is really funny when I look at this across country so you know missing work it's that's fairly typical missing time to socialize sure gamers are famous for missing sleep you know playing deep into the night mistaking a shower missing a meal this is really funny because in two countries france and italy this is a very low number because I think in those two countries eating is maybe more important than in most other places so I thought that was that was funny that they they don't miss meals but everything else is the same um and I just want to show that it this is this kind of popularity these games it goes across everything all these types of games so it's not just the some of the big ones multiplayer single player shooter games role play you know all these types of games are are extremely popular and um you know they spend over four hours a week um twice as many again as all other countries doing these things so watching traditional sports or watching e-sports tournaments watching other people play just the watching side never mind even the the playing side extremely popular and I think it's about the final one um the console is gaming so and I think of things like uh google stradia you know trying to get more cloud gaming um you know there's there's some issues now around performance and latency with some of these games it's it's improving but it's it's going to be really really important to solve these problems and get a lot of the gameplay localized as much as possible to avoid this problem but most of the people would subscribe uh when if a service was offered in near part of the world um they all expect high performance uh you know that if the performance isn't good they won't subscribe um and also but the cost has to be it can't be very expensive so it has to be high performance and it has to be performant um given a choice watch a movie or play a video game 70 they'd rather play a video game you know like I don't think any of this is a surprise to people here so I'm gonna let Ernest go through some use cases Ernest do you want to share your screen or do you want me to just um drive for you we'll go through this quickly so if you could just um advance for me um and thank you Charlie yeah run use cases so again yes yes so yeah thank you for covering that data and for our viewers out there um our our online gaming um report is available online um so I just want to um kind of put it in context here now this isn't all inclusive but these are are some of the the popular use cases um that we see as a cdn um and and help our customers with one of the biggest um needs is is gaming file downloads right and and the need um not just to to deliver um your your game um to your users um but to be able to um deliver um in remote regions to be able to deliver at scale and with with good performance um and then the next use case we have is is the game streaming platforms right so these are our platforms for downloading and sharing games um a lot of interactivity there right and so um we want to provide tools um that allows the gamers to to interact and um one of the best things for interaction is low latency right because that that delay between video can can cause that awkwardness right so the latency um then then we increase interactivity and then uh we have um esports and gaming tournaments um which we we've already mentioned here is is increasing and and uh both popularity and and size um and so um with with cdn we don't particularly help with with onsite right and in a lot of these esports tournaments the the gamers are are onsite to um provide that equal playing field um where the cdn um more helps with is is the delivery of that right and and the millions of viewers um that are enjoying um these these esports esports tournaments uh and then the the final case use case we'll take a look at here is um one of the newest is the console list gaming right and and some of the challenges there are are similar where um we're we're still delivering large files and data um um also we are um we're integrating more interactivity controls um and especially in in your region we're seeing um mobile first development right being being very important um and making sure that um our users on on phones and tablets are getting an optimal experience so we'll go to the next slide here all right so um and in the video game download challenges um the the key is we want to achieve better performance reducing interruptions but in particularly on the next slide here is we you'll see that um most most prefer to acquire their video game by downloading it right especially with the store shut down right instead of buying a physical copy or renting a copy um a lot of them are downloading we see here's over 63 percent prefer to download their games right and the the thing that they're most frustrated with isn't interruptions or it isn't that um the download didn't work but it's the length that it takes um for the initial download right because they're they're anxious they're excited um to to start playing the new game or patch go to the next slide uh and so for gaming streaming platform challenges um slightly different and and again these these may overlap some um but we um for game streaming platforms we need to to scale um content delivery right and and again the the low latency video enabled it enables us to increase interaction right and so here at limelight we we have chunk streaming um tune chunk streaming so we have um ways that we can reduce latency to increase um user and interactivity and um i just want to highlight um one of our customers here nintendo europe um we we were able um to um to help nintendo europe um with their site and and really um really increased performance um and the the challenge they have is is that they have a lot of videos on video on demand videos um that they need to be able to manage um to be able to um store on their website and deliver anywhere with the performance that that we all expect from their their video games right so we were able to um use our video platform to um to manage their video on demand um we um we were able to apply player branding so that um you know to get to the look and feel that they desire within the site um we were able to optimize their video storage and transcoding making sure um that all the videos were in in proper format for um for the various devices that they were delivering to um and um the the things i want to to highlight most um is the last few right that the again the mobile device detection optimizing video to each device and global scale um again nintendo being a large global company um they wanted to make sure that they're getting optimal performance wherever the viewer is next slide please all right and almost through here and so um just wanted to talk a little bit more about the e-sport challenges um which again it's it's more of and and this is where i think cdn really strives is that to us this isn't any different um than you know than cricket or world cup um when when we're delivering video out to the many users right so we um again most of the players are on site so so where our help is needed is making sure that um that that each tournament video reaches your users um with with good performance low buffering and uh low start times next slide and so now last let's talk about console this gaming challenges which which is one of the newer and slightly different right because it's not just um the the viewer watching right it's um there's a new challenge here in in being able to scale real-time applications um being able to perform you know user control um over the web and that's that's really where we get into the benefit of of moving compute to the edge um for for better performance um making decisions at the edge um and also um keeping that that mobile first um development mindset um to make sure that all of our users regardless of platform are are receiving a good experience and okay i want to close here um with um some security so um we we all want to make sure that we we protect our our gaming infrastructure right and that's across all channels website mobile and um our our api or application programming interface next slide and so oh we we lost the slide there charlie but i but i can um no problem i can continue here and so um some of the things that um the ways we offer protection are in the same ways we offer protection um for our video services um with our web application firewall um our protection um from from DDoS attacks um and um and actual and also our our api um security right so again we want to make sure that we're we're protected and we're secured across all platforms okay and thank you so i'm sorry sorry i'm working out here please please go on yes no i i um i want to wrap up there but i think it's a good time to um to interject some some questions um yes yes perfect so i we have five minutes so i want to quickly go to Mr. Mathur so this is a question from Prateek Kadam a very relevant question and i'll come to others also what are the best possible ways to make brands believe that investing in these forces beneficial for getting their brand vision out there um could you just repeat that please uh what are the best possible ways to make brands believe that investing in these forces beneficial see um um honestly the i'll talk about the real money gaming market so honestly the real money gaming market is uh is the most monetizable market right now you know uh if you talk if you talk about casual gaming then casual gaming in casual gaming the uh i mean the paying customers are probably of the tune of 0.1 percent to 1 percent right in your real money gaming aspect the the entire uh business model is based on uh you know the uh the rake or commission that you charge from the user so in in in these uh you know um because of this uh because of this what we uh i mean what the advertisers are what the investors should see is that you know this is the area where actually the money can be made and the return on investment could be there right right so that is probably the biggest uh pool for them perfect perfect uh i want to come to you uh mr batacharya uh what are your thoughts on this how do we uh how can brands you know see more value with these sports well uh it's a very simple thing actually uh we always when we go for any kind of business deal we should look at the point who is not our customer rather than who is our customer so as a brand when you go for any kind of uh new genre they usually go for that first question am i audible yes yes absolutely okay so when you go for that kind of filtration model any brand any decent brand they will filter out who is not their consumer they are not looking for users they're certainly looking for people who are buyers so as a e-sports industry when you uh roping those brands who are looking for mileage who are looking for selling their products i guess that's the kind of filtration model uh we should come up with wherein we can say you know what these are the filtered consumer base for you and these are the kind of market size for you and this is the kind of good percentage you can grab it so if those kind of structure is there in front of them i don't feel that that you know people will uh shake again their head that i shouldn't invest into e-sports and in fact apart from india there are multiple kind of investment that's happening i can go on with russia australia i i i'm sorry sorry i took out a shot i will just give you another opportunity so my role being taken by panelists we have three speakers here from limelight do you have any questions for them mr paticharia and everybody else we have three more minutes to go to mr cross to mr russon to mr sharmak i missed your question i mean miss the miss the question uh so we have mr russon mr cross mr sharmak from the limelight networks any questions for them from the panelists directly you can ask them oh super i mean i'm all in for i'm all in for shaking hands with with all of you so like please go ahead if you have any question we have another two minutes i have a question i mean uh from a cdn you know a provider a serious a serious player there how how are you you know how do you place yourself as compared to you know aws cloud front or other you know such cdn players in this business uh who is this address to mr cross or russon i mean yeah charlie looks like uh you're on mute charlie but it looks like he has an answer to that one yep sorry about that i'm a terrible mute person um so so the aws we look at as we call co-operative because yes they have cdn services but also a lot a lot of our customers use aws storage so we we find that even we have cdn storage as well but we find a huge number of our customers use aws storage so they're in a way they're a partner we have api so that we make it easy to exchange data with aws and the cdn um and and you know our businesses are different you know in terms of the services we offer compared to aws there's your platform is you can you can sort of create your own cdn with the different softwares they have and but since it was a different business model we try to be more white glove we have all the different services and we help you and so forth so it's a it's a co-operative kind of scenario yes any more questions on tech side of it well if you don't have a direct question i would like to make a comment on something i was asked earlier i think uh one big takeaway that i was hearing through across the discussion today was that the pain point is more more than tech is on the business side uh the industry has big challenge on monetization and they want vendors they want partners who can work with them to help them on reduced costs uh in this in this phase right and when i heard a statement it said that we got off the shelf rates that are us rates being sold in india it it seems to me that the infrastructure side of the stable has not really understood the potential perhaps of how big this industry is going to be in india and it seems like a great opportunity to sit together and work together on something on on those lines i think we did we had the same phase with odt and video coming up many years ago and the solution lies with the gaming service providers and the infrastructure providers who are who are going to support them to sit together figure out where the cost lies like from from a distance it looks like a per gv rate and that's what you have to pay but there are things that go behind that to actually uh that build up to that cost and there are optimizations that can be done to reduce that cost by working together for instance the size of the object that you deliver has a big impact for a cdn on what cost comes out and that's something that two partners can sit together and really work out so it sounds like a very interesting opportunity for the two industries to sit together and uh figure out to make this a profitable business for everyone Mr. Bhattacharya you want to ask something sorry if i guess we are uh actually uh good to go i mean from my end there's a wish yes mrs sabkar i i can see you no sorry i have a hard stop so i wanted to drop off thanks for having me perfect i will uh officially sum it up and say thank you to all of you for this wonderful conversation wherein we brought out some gold mine of information that can be used by all the players thank you so much for joining us and hope to see you soon in another live event maybe at the live event thank you so much okay thank you thank you thank you so much


Είναι η Αριμφσικόπλος και σήμερα θα ήθελα να μιλήσουμε πώς να μιλήσουμε τις δημιουργίες και πώς να μιλήσουμε αυτές τις δημιουργίες. Ξεκινήσαμε με άλλες δημιουργίες, θα πω ότι είναι αυτοκρότημα. Δεν θα μιλήσω για το μεγάλο δημιουργείο ή το σπασίολο αναλυτικό. Αλλά ελπίζω να το κάνει σημαντικό. Τώρα να μιλήσουμε με τη ε Tagen, γιατί, το πρώτα επαναγώσματα τι είναι η φύστασης λιβιούς και τη δημιουργία, δώσπαseen μεγαλύτερα καιφέρνω ευκαιρία ενώ να μιλήσουμε τις δημιουργίες καθώς και την ακουραντισμότηση, όταν θα μιλήσουμε τις δημιουργίες και θα θυμωθでも με σεξουδεδικαρα. Η φύσταση λιβιούς της λιβιούς είναι η πόλη της λιβιούς τορός' της μπλ. Είναι καταγωνική, είναι C++03 και οδηγιότητα C++11, γυρίζει μεταπρογραμμές, τεμπλήτες και τάκ-δυσπατσή. Είναι πραγματικό, like geometries, algorithms and spatial index R3. Είναι ο καταγωνικής γυρίζει μεταπρογραμμής, και η χρησιμοποιήση είναι χρησιμοποιημένη με MySQL, οπότε όλοι οι MySQL-χρησιμοποιήσαν όλες οι χρησιμοποιήσαν. Είναι ο καταγωνικής γυρίζει μεταπρογραμμής, υπάρχει η δικαιωματική, υπάρχει η μεταπρογραμμή, και όλοι οι χρησιμοποιήσαν όλες οι χρησιμοποιήσαν. Αυτό θα είναι το πρώτο παράδειγμα. Θα ήθελα να πάμε μπροστά. Υπάρχει τέτοια διεθνές, as you can see, και τότε διδείξουμε τα ψηφία. Αυτό είναι ο κορδευτός της γεωματικής, θα είναι δύο πραγματικών, θα είναι δύο δημετωμένου, και θα είναι γεωγραφική με βασικές. Αυτό είναι ένα παράδειγμα που μπορούμε να φτιάξουμε. Λοιπόν, θα θέλαμε να φτιάξουμε δύο πόντων, με δύο λευταίων, με βασικές. Οπότε η πρώτα θα είναι στην Ακροπολίσσα και η δεύτερη θα είναι εδώ. Και τότε θα θέλουμε να συνεχίσουμε τη δημιουργία. Η δημιουργία θα είναι αυτή. Πραγματικά 2.000 χιλιόμετρες. Και η πρώτα που θέλουμε να συνεχίσουμε σήμερα, είναι η δημιουργία αυτή που βρίσκουμε. Και πώς να μπορούμε να φύγουμε. Ξέρουμε ότι έχουμε μοδελες της Ακροπολίσσα. Ξέρουμε ότι αρχίζουμε ότι η Ακροπολίσσα είναι σύμφωνα. Στην τέτοια η δημιουργία είναι πολύ σύμφωνα. Θα χρησιμοποιήσουμε πιθαγόρια. Λοιπόν, η Ακροπολίσσα δεν είναι σύμφωνα. Δεν μπορεί να είναι σφεία. Αυτό είναι χρησιμοποιημένο στην Google Maps. Λοιπόν, εκκλησία είναι πολύ σύμφωνα. Λοιπόν, έχουμε μοδελες της Ακροπολίσσα. Λοιπόν, ένα καλύτερο μοδελ είναι η Ελύπσοη. Λοιπόν, αυτό είναι όσο που γνωρίζω. Είναι ο αρχίος της αρχής όταν κάνεις GIS. Και αν θέλεις να είναι πιο πιο εμφανιστή, μπορείς να έχεις λιγές και μάνα, αρχιές. Αυτό είναι χρησιμοποιημένο στην Geophysics. Λοιπόν, τώρα, τι κάνουμε είναι το τελευταίο μοδελ. Λοιπόν, νομίζουμε την αρχή στην Ελύπσοη. Είναι η Ελύπσοη της Αρχής. Και θα θέλουμε να κάνουμε τα συμφωνία εκεί. Από να κάνουμε αυτή, μπορούμε να χρησιμοποιήσουμε σφαρικές συμφωνίες, ή δύσκολες συμφωνίες. Είναι η Ελύπσοη της Αρχής. Και θέλουμε να δούμε, αν κάνουμε αυτές τις συμφωνίες, τι είναι η αρχή στιγμή, σχετικά από τις αρχές ελυπσοϊκές συμφωνίες που έχουμε σε αυτές τις μοδελ. Είναι αυτό που θα μιλήσω. Οι συμφωνίες είναι στην αρχή στιγμή. Έχουμε σύμφωνίες για αυτά. Πραγματικά σύμφωνίες. Έτσι, είναι ένα για την Καρτίζια, ένα για την Σφεία, και ένα για την Ελύπσοη. Λοιπόν, όταν θέλουμε να συμφωνήσουμε, αυτή είναι η δημιουσία της Γεωδέζικς. Έτσι, είναι η κατάσταση που θα κάνουμε δύσκολες συμφωνίες. Είναι η κατάσταση που θα θέλουμε να συμφωνήσουμε. Λοιπόν, αν είμαστε στον σχέδιο, η κατάσταση της σύμφωνίες με δύσκολες στιγμή είναι δύσκολη. Στην σφεία, η κατάσταση της σύμφωνίες είναι έναν καλύτερο κέντρο. Λοιπόν, έχετε αυτό σπιτιά με την Σφεία και την Άγγραφία. Λοιπόν, είναι ένας κατάστασης της γεωδέζικας. Αν έχουμε ένα Ελύπσοϊκ, η Γεωδέζικη δεν είναι ένα κλόδιο κέντρο. Έχουμε κάτι like this that goes around the earth. And this blue line is the shortest path. So if you have two points, we want to compute the distance of this blue line. Okay. Yes, if you see a map, like Mercato Projector, this is the map that you probably had on your school or you see on a public space. So you know that a straight line is not the shortest distance, of course. But if you travel from Seattle to London by an airplane, you will see the GPS will go closer to the north pole. So it's just for... Okay, so connected to the previous case, these are the math models just to see the formulas and have an idea of the complexity of this computation. So if we are in flat, it's primary school probably, then for the sphere, we did it on maybe high school. These are just trigonometric equations. And when we want to do the ellipsoidal, I think it's some integrals that we have to approximate them. So you can see the difference even virtually. You can see the difference in the complexity of these methods just by looking at the math. I'm not continuing with math. I'm just switching to computations now and algorithms. So this is a set of algorithms or methods that we would like to try and test. So this is what I found in the bibliography. If you know some other method, one purpose of this talk is to take some feedback from the GIS community. Most of them are developed in 70s. So I would say that the first one, Vincent, is the state of the art of methods that you use when you want to compute the distance on the ellipsoid. So this is what post-GIS, I think, is using. But there are a series of methods like the one by Thomas, the second one, which is a series approximation and the third one, which is order one. This means a bit less accurate, but faster. We'll see details. Then you can have the analog of the great circle arc by the analog of the ellipsoid is an elliptic arc. It will not be the shortest distance, but it will be an approximation and we'll see how accurate it is going to be. There are methods that can project the earth and do Euclidean computations and then we have spherical. The computations they do in Google Maps when you just click to get the distance. I don't like that I don't give references to these papers or stuff, but they are all implemented in GitHub and there are some basic references there. In the future I hope to provide more on this, but for now if you are curious to see how are these methods and what the reference is, they are on GitHub. Now let me give some examples of computing distances. I will return to the previous one. I mean nothing, so I want to travel to ULB. This is what Google Maps will give you virtually and this is what a small amount of code that we can write in Boost Geometry. The difference from the previous example is that now we can parameterize our distance algorithm with a method. All the possible methods could be the list of algorithms I told you. So it's like Vincendi or flat or spheroid. Here I will use Thomas for example. And then what I'm getting is some results for each method. The first one we know that is the most accurate and for example we can see how off is the computation by Google Maps. It's, I don't know, some meters. It's not a... Yes, it's three meters, so it's three kilometers. So it's a big difference. All the rest are more or less accurate. This elliptic has... It's elliptic zero, elliptic two three is some order that you get in the series. So the larger number, the better is the accuracy as you can also see. And the flat earth approximation with just Pythagoras theorem is really bad for that large distance. Okay, so let me give another example more local. So this is the ring of Brussels. And let's say that I want to find the closest point to... Yeah, this is ULB, I want to find the closest point from if I am on the ring to the ULB. So that will be the red dot virtually more or less. Okay, and this is a sample code for computing this. So I create a point which is the ULB. I create a polygon which are the longitude latitude of the Brussels polygon. And then I just ask what is the distance between these two objects. And what I'm going to get with different algorithms will be like this. So now, okay, the distance now it's much smaller. So all the distance are in meters here. So you can imagine that's three kilometers more or less from here to... if I want to go to the Brussels ring. Yes, spherical is off by four meters. You see that the first three methods are accurate up to centimeters. So they are very accurate. But still, even if we are inside the city following this flat approximation, it's not very accurate. Okay, so I would like to give one more example, especially regarding this flat approximation formula. So let's say I would like to go to some more exotic places like in Caracas. So now we are closer to Equator and by looking at the formula I know that I will get more accurate results. So four kilometers in distance in Caracas we get a very good approximation with the same formula. So it's very sensitive when you are. So if you are building an application in Venezuela, I guess you should be happy because this is a very fast method and you will get accurate results. Okay. So now we'll do some simple experimental analysis of these methods. It's just a starting point. So I would like to get some more consistent results than just computing Athens-Brasil distance. So the motivation is that I think it's interesting to have a function that the user says, okay, I want accuracy of, I don't know, three centimeters or three kilometers. And the system selects the most the fastest algorithm. So this makes sense. It's not an easy thing because there are a lot of parameters involved. But I think it makes sense. And also the other part of motivation is that distance computation, as far as I know, it's almost everywhere. So when you want to compute nearest neighbors, nearest neighbor queries, another interesting example is where you have, for example, GPS trajectories in some city or even worse in Europe. And you want to see if some trajectory is similar to another trajectory. So if you have, you know, a thousand of points, then you call an algorithm of similarity. You will get, you know, millions of distance computations probably. So it's crucial to have a fast algorithm with your desired accuracy. Okay, so this is the motivation more or less. Okay, so in order to do some tests we use a data set that it's here online. It consists of 500k geodesics with WGS84 ellipsoid. And it uses this library geographically with high precision. So the results that we have in this data set are supposed to be exact. So they are exact up to errors in the double arithmetic. So they are very exact for our sense. And we'd like to test all these methods that are described on this data. Okay, so one test that we can have is let's say that we have here on the x-axis we have the maximum geodesic length in kilometers and on the y-axis we have the mean absolute error. As you can see, so here in the lower part we have Vincenti which is the most accurate method. It's accurate up to, this is in meters. So it's, I don't know, millimeters. So it's a very good accuracy up to this is maybe the largest geodesic that we can get. So then going from the most accurate to less accurate we have Thomas formula which is the blue one. Then we have the elliptic formula that we treat the geodesic as ellipse. Then it's a Andoer formula together with some elliptic variation and then we go to spherical and at the end the less accurate is the flat earth approximation that gives you an accuracy which is, as you can see you can have an error of several thousand meters Okay, regarding the maximum absolute error it's, the things are similar so more or less the picture is the same but we have different values here so if you want to see, if you want to guarantee your maximum error that we are going to get with this formula you could follow a graph like this maybe a more detailed one Okay and the next, so this is about accuracy we also like to compare with performance so this is a very simple graph about an idea of a performance so Vincetti which is the most accurate as you can expect is the slowest one so this is starting from the slowest to the fastest we have Vincetti and then we have Thomas and then there is a trade-off of these elliptic formulas and we go up to Andoer and then spherical is much faster as you can see it's ten times faster maybe more than Vincetti the flat approximation formula it's not very good in this graph so the previous graphs are in log scale so here even if it's not clear it's maybe two times faster the flat approximation formula so some first conclusions that we can have is that Vincetti is the most accurate and it's two times lower than Thomas and five times lower than Andoer something interesting here is that Vincetti the implementation in boost geometry compared to geographic lib which is a very detailed library that is used by post-GIS is two times faster but geographic lib is more accurate so there is also a trade-off between performance and accuracy the other interesting thing is that this elliptic arc formula which as far as I know is not very well known gives you a trade-off between Andoer and Thomas regarding accuracy and also speed so it's the third curve from down it's between Andoer and Thomas and the flat earth approximation is very efficient but it's not accurate it's very bad in accuracy so it's only good if you are close to a crater in a small city or in a few kilometers so these are some conclusions first conclusions we can have so related work this could be a building step to go to a distance between any two geometries as I show an example of a point and a polygon we could have a distance between line strings and multi-polygons or whatever there is also an interesting work to point clouds that snap to geometries there is also a GPS point cloud that will snap into some line string and we are also I think it's interesting to work on similarity between geometries so this is how the distance is between let's say starting from line string so you have a line string and you want to or you have a set of line strings in a database and you are given a line string and you want to see what is the most similar line string in your data set and some of them we propose them for Google Summer of Code project so this is the first one about similarities we have one about near land portal points which is not treated correctly right now in boost geometry and we have another project about artery serialization so this is the link of the details so if you are a student and you are interested we'll be happy to have you as an intern and yes that's all the question is about if we would like to ah ok yes so some of them could be redundant but I think the ones that I present did you see something that was redundant ah ok so andeuer compared to one of the elliptic ah yes maybe this makes sense but what I lie about is that there are also some problems with corner cases so for example andeuer may have a problem in corner cases near and portal points for example and elliptic arc will have problems of points that have similar segments that have similar latitude so it's very inaccurate in this case so I think it would make sense first to try to solve these problems either by fixing the 70s formulas or have some cases that if the segment is bad for elliptic then suites to andeuer so this makes sense what you say so in general it would be nice to have an interface that hides all these technicalities from the user yes this is the ultimate goal ok so the question is regarding integration in mySQL so everything I said here is outside of mySQL so all the tests are in boost geometry with standalone library yes and as far as I know in mySQL there is andeuer, thomas and vincente and you also have spherical so I don't know how you can get them but they are there ok so the first and the fourth yes so the question is regarding area computation so we have algorithms for areas that are parametrized by distance functions so there is a generic algorithm that takes as a parameter one of these formulas actually right now as it is in boost geometry it takes only andeuer, thomas, vincente and spherical so these are new and compute the area there is a github page that has some examples but as functionality is there and it's stable enough I haven't done extensive experiments as this but that data set has also areas so I guess maybe it could make sense to also compute areas but I didn't know that users are interested in areas so maybe yes if you have an application yes I guess in buildings even spherical or even some projections will be I mean what do you mean ah ok ok ok there are mountains and this stuff so it's good for Belgium at least yes yes so yes so but this is the very core functionality I mean if you want to use it to count if you have a GPS track I guess you can yes so you can use also the altitude ok so this would be a nice future work thanks