Tools & Tech
RSS Feed
Bright rising Eastern star
KEY RELEASE: Testronic Labs' MMO testing kit VENUS Blue
by Jon Jordan
From the land of the online game comes a solution for online behaviour and bandwidth testing we discover…
VENUS Blue
Company: Testronic LabsPrice: Available on request
Contact: venusblue@testroniclabs.com
venus.etri.re.kr
When it comes to networking middleware, there’s a reasonable choice for certain tools; think pure networking code, console-friendly lobby and match-making, and even complete MMO development environments. Despite various attempts over the years, though, no one’s managed to pin down the messy and expensive gap that yawns in between running a test case scenario with a dozen in-house players and opening up your not-quite-finished baby to the flickering bandwidth and bad manners of thousands of players/testers.
Until now: at least, that’s what Neil Goodall, CEO of UK quality assurance outfit Testronic Labs reckons. But he perhaps would think that, having (almost) Victor Kiam-style liked it so much he went out and bought the other company.
“VENUS Blue has real benefits for our customers. It not only offers the most intensive and thorough testing service available for online games, but also provides major cost savings as very little human participation is required,” Goodall reckons of the technology developed by the Korean non-profit government-funded research organisation, ETRI, for which Testronic has the exclusive rights in North America, Europe and Japan.
Of course, part of the reason few Western companies have attacked the market includes the barriers to entry for a technology that sits somewhere between client and server code, while also having to emulate network and player behaviour. Frankly, it’s always been a bit of a no-man’s land. Also, until recently, there’s been the lack of a market, with the relatively few Western-developed MMOs being treated as expensive special cases.
In Korea, however, the sheer volume of MMOGs meant that VENUS Blue, which took four years to develop and is actually an acronym for Virtual Environment Network User Simulation, has been used to test over 20 games including HanbitSoft’s Tantra Online and JC Entertainment’s FreeStyle Street Basketball.
VENUS Blue is perhaps best described as an umbrella technology that consists of various modules: VENUS Studio, VENUS Agent, VENUS Client SDK, VENUS Monitor, and VENUS Analysis. What it basically boils down to is providing you with the ability to generate virtual connections which you can use to test your online game – whether client-server or peer-to-peer – plus various analysis tools.
- VENUS Studio is the main application, which manages the entire testing simulation. It controls a number of agents by sending actions for virtual clients. It also has a real-time monitor program to watch the server systems’ performance in terms of metrics such as CPU, memory, network usage and response time.
- VENUS Agent is a middleware program to be installed in PC or server systems to generate virtual players. It communicates with VENUS Studio and lets testers easily create large number of VENUS Client applications. It also contains a network emulator to simulate a variety of network environments such as packet loss, packet delay and duplication.
- VENUS Client SDK is a set of C++ APIs which are integrated into your game code and creates the loads. The integration process is reckoned to take anywhere between a couple of days to a week, depending on the depth of integration required.
- VENUS Monitor collects real-time data from the servers and sends it back to VENUS Studio. All the data received from VENUS Monitor is stored in the database.
- VENUS Analysis is an application to analyse the simulation results in the database. It graphically displays the data using graphs and charts, and hence summarises the overall test results.
“It’s very scalable because of its hierarchical architecture, while the core engine can generate a large quantity of network connections to manage the huge scale of virtual players,” explains Peter Schouwenaars, Testronic’s account manager for VENUS Blue.
“The more time developers spend working with the tool, the more things they can tweak. VENUS Blue doesn’t just emulate active connections. You can have virtual players fighting the monsters, organising themselves as guilds and communicating between themselves. You can even get virtual players to play with real players.”
More prosaically, another key feature of the system is it can benchmark the infrastructure you’re running your online game on: indeed, ETRI and Intel have an agreement to further research this aspect of the technology.
“It will spot the bottlenecks and analyse the overall performance of your game servers,” Schouwenaars says.
“You’ll still need to do things like beta test with real players of course, but using VENUS Blue enables you to easily emulate a variety of testing scenarios within a much shorter period of time and with far less strain on human resources, saving time and money.”
And those are factors than even those dealing with the requisite deep pockets and long lead times of MMO production will be happy to get some help with.
Other Tools & Tech
- KEY RELEASE: XSI ICE
Nov 18 - Inside the new visual XSI interface
- Resolve your resolves
Oct 21 - Why unnecessary resolves should be your enemy
- GUIDE: User Interface technology
Oct 13 - Our round up of the latest UI tools and middleware
- KEY RELEASE: Unity v2.1
Oct 10 - We take a look at the rapidly maturing mid-level game engine
- Epic Diaries: Bourne Again
Oct 08 - How UE3 helped power Bourne's small-screen debut
- Sulpha, so good
Sep 19 - SCEE's Oliver Hume unveils the firm's new PS3 audio tool
- Hands on advice
Aug 29 - TUTORIAL: Nintendo DS development
- Not Flash, Just Scaleform
Aug 26 - KEY RELEASE: Scaleform GFx
- TOOL FOCUS: Metaforic
Aug 20 - We look at the latest anti-piracy tool
- TOOL FOCUS: AI.implant
Aug 19 - Artificial intelligence package gets back into games
- TOOL FOCUS: Gamespy
Aug 18 - The latest on one of the industry's most popular online technologies
- Epic Diaries: August 2008
Aug 14 - An update on what's going on in the world of Unreal Engine 3
- A viewpoint from Nvidia on Larrabee
Aug 13 - The full, cautious and sceptical statement from Nvidia on next-gen graphics
- Life in the Engine Room
Jul 25 - GAMEFEST 08: Unreal Engine 3 developers share experiences
- Character Building - Part 1
Jul 22 - TUTORIAL: Character Design
- Character Building - Part 2
Jul 22 - TUTORIAL: Character Design
- Latest Intel on the Make Something Unreal Contest
Jul 21 -
- Triggering the light fantastic
Jul 18 - KEY RELEASE: Fork Particle v2.5
- Physical exercises
Jun 20 - Why physics is now more than a gameplay gimmick
- Intelligent decisions
Jun 17 -
- Vicious Competition
Jun 16 -
- Heard About: Death Jr 2
Jun 16 - Looking at the franchise's audio migration from PSP to Wii
- The 'Force remains strong
Jun 13 - KEY RELEASE: We look at the evolution of Perforce
- Audio Q&A: MGS on DSP
Jun 11 - Xbox 360's audio guru Guy Whitmore quizzed
- Building a virtual office
Jun 10 - Multi-site development - part 2 of 2
- Decoding the Future
Jun 10 - Multi-site development - part 1 of 2
- Networking opportunities
May 20 - An overview of the development landscape for online games
- Horsepower for courses
May 12 - GUIDE: Game engines
- Heard About: Battlefield Bad Company
Apr 18 - Behind the scenes of EA DICE's next-gen sound design
- The Power of Touch
Apr 16 - A guide to using haptic devices for art and design
- Heard About: SingStar PS3
Apr 03 - London Studios' Dan Bardino on the production of Sony's singing game
- Sound for a pound
Mar 20 - Guide: Audio engines
- Autodesk's move into middleware
Mar 18 - Behind the scenes of the Kynogon acquisition
- Never Say Die
Mar 14 - An introduction to Havok Behaviour
- iPhone development
Feb 14 - An iPhone / iPod Touch programming primer
- The Epic Diaries: February
Feb 14 - Epic's monthly update on all things Unreal
- Enter the light
Feb 13 - KEY RELEASE: We look at Geomerics' Enlighten
- Striking the right pose
Feb 11 - Character animation tools round-up
- Where next for NVidia and Ageia?
Feb 07 - ANALYSIS: How the recent acquisition could affect developers
- Q&A: France's Play All initiative
Feb 05 - The nuts and bolts of building a shared tech framework
- Mobile Antix
Jan 16 - How one company plans to revolutionise mobile development
- Q&A: Microsoft Research Labs' Joaquin Quiñonero Candela
Jan 04 - On new XNA contest Silicon Minds and work with Lionhead and Rare
- Killer Characters
Jan 02 - An overview of the leading character animaton tools
- Part of the process
Dec 13 - Our round up of source control and build managers
- The Epic Diaries: December
Dec 07 - Epic's monthly update on all things Unreal
- Visual arts
Nov 23 - What's new in Microsoft Visual Studio 2008
- Brain Training
Nov 15 - An overview of the artificial intelligence field
- Security tools round-up
Nov 09 - Keeping your code locked and bolted
- Heard About: Sega Rally
Oct 16 - All about the audio in Sega's racing remake
- Poetry in motion
Oct 08 - The latest moves in the mocap market
- Heard About: Harry Potter and the Order of the Phoenix
Sep 19 - The audio production of the new movie tie-in
- In-house Party
Sep 12 - UK independents talk up the benefits of in-house tech
- Designing for Next-Gen Game Audio
Sep 05 - Rob Bridgett
- MMO Engine Round-Up
Aug 29 - Building the online planet
- Quick thinking
Aug 24 - Part 2 of 2: Further exploration of EA’s fast prototyping strategy
- Grand Rapids
Aug 23 - Part 1 of 2: How EA is implementing rapid prototyping
- Designing games for the Wiimote
Aug 22 - Making games for Nintendo's motion sensor
- Arcade Fire
Aug 21 - Stainless Games offers eleven top-tips for Xbox Live Arcade development
- Heard About: Heavenly Sword
Aug 14 - Ninja Theory and SCEE discuss the audio production of a PS3 epic
- Brief Encounters
Aug 07 - How to prep your outsourcing partners
- Lost in Translation?
Jul 19 - Guide to getting audio translation right
- Transition Tips
Jul 16 - Swordfish Studios' advice on getting ready for next-gen production
- Deal... or no deal?
Jul 06 - How to get a good contract
- 8 steps to a successful studio
Jul 06 - Simple advice for your business
- Succesful networking
Jul 04 - Online gaming best practices
- Avoiding crash and burn
Jul 04 - Ensuring staff stay happy
- Casual creations
Jul 04 - Justin Felker
- Sell your studio
Jun 28 - Nav Sunner















