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I've been playing Pokemon Go since the day of release, and my cellular settings report the app has only used 230MB of data out of my 5GB per month. I'm not too
by djent 10y ago
I've been playing Pokemon Go since the day of release, and my cellular settings report the app has only used 230MB of data out of my 5GB per month. I'm not too concerned about data usage - I'd rather Niantic cache more to reduce load on servers.
- revelation 10y agoI'm curious they seem to have so many problems, given that at it's heart the game is rather .. decentralized. They have access to this vast swath of cloud technology and a few Moores law iterations to boot yet they seem to perform worse than even WoW did on launch, with a game that is extremely forgiving to latency.
- dom96 10y agoIndeed. In addition to this their outages have, over the past few days, been very predictable. There is one happening right now [1], and one happened at the same time yesterday and the day before. As far as I can tell that should make it easy to decide when they should deploy new servers to handle load better. 1 - https://pokemongostatus.org https://pokemongostatus.org
- TeMPOraL 10y agoYup. The load usually starts to happen when kids leave school, and then the servers blow up when adults leave work. Until this week, the game literally stopped working for me every day at 17:00.
- simcop2387 10y agoEverything I've seen based on previous outages, and rumours, seems to indicate it's probably a player data/authentication problem rather than the parts that are easily distributed (pokemon generation, image serving for pokestops, etc.). During a number of outages you'd be able to keep playing for a time iff you were already online and playing, at least according to some reports. I'd love to see actual postmortems from them but I doubt we will since they've said nothing at all so far. But the authentication could easily be a problem that they're using both their own service and google for providing authentication. Since they go down each time a new region is released it would make sense that they're getting hit with lots of account creation and google API hits, the things that are likely to be the worst for scaling, since google will rate limit most clients (though I'd think they could get something worked out since it's all real traffic). Along with that, their own authentication server has gone down near release (pokemon trainer accounts) while the google one was working, so they probably have had to throw servers at that and weren't expecting to. I'd also expect a lot of the load to be related to doing lots of geospatial queries, but I doubt they planned that badly since they had experience with ingress. I think it'd be related to the nearby pokemon feature that they've had broken since shortly after launch. There's definitely questions (e.g. why did nearby pokemon break the way it has?) about the particular bugs that people see that make me wonder how they've handled things but i suspect we'll never know since the answers are going to whatever secret sauce they've done to handle this kind of game.
- regularfry 10y ago1. They reused architecture (and possibly infrastructure) from an existing game, which has a different mechanic and different usage patterns. 2. It's massively more popular than they originally anticipated.
- lettergram 10y agoI agree, my browser is still in the #1 spot for data usage. I'd consider myself a power user, but still I've had Pokemon Go open a lot (an am level 23) so it's pretty interesting that more data isn't being used.
- bsder 10y ago> I'd rather Niantic cache more to reduce load on servers. While it is always possible that they just massively suck at infrastructure, I suspect that cheating is the issue preventing more caching. By keeping everything on their servers, the types of cheating you have to police are massively reduced. And people who play Pokemon will do ANYTHING to catch 'em all.
- Erwin 10y agoThe pokestop images don't appear to be cached -- they come up blank when touched even though you've been there a dozen times before. There's a good chance players will click on the same pokestops again and again, so caching even just the last 50 one would be helpful.
- TrueDuality 10y agoThey keep their 3D models of individual Pokemon including their animations on a CDN and don't perform any caching on the models. I suspect these change infrequently enough that they could be built into the app itself and save a significant amount of data. Another user has already mentioned they don't attempt to cache image or textual information about Pokestops. Pokestops for most people are pretty recurring. This probably consume less information than the models but is also likely to be pretty static information.
- djent 10y ago>They keep their 3D models of individual Pokemon including their animations on a CDN and don't perform any caching on the models Could you provide a source for this? I did some Googling but could not find any information supporting this. I definitely agree on the Pokestop data, but I find it hard to believe that models and animations are not assets included in the app file.
- verroq 10y agoYou can't find any info because it is completely false. As a Unity game all of the assets are stored in the asset bundle. The game contains ~60mb of assets. The only data the game fetches are the realtime map data and even those are cached internally.