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I'm not surprised they went with GCP. We've built backend services for games on AWS, Azure, GCP, etc. and their network is the best suited for realtime games as
by AlimJaffer 8y ago
I'm not surprised they went with GCP. We've built backend services for games on AWS, Azure, GCP, etc. and their network is the best suited for realtime games as it stands from our experience. Unfortunately not had any real experience with Cloud Spanner as we didn't want to tie our technology directly to GCP.
- thelastidiot 8y agoKudos for deciding not to adopt a proprietary solution on public cloud.
- CreepGin 8y agoDid you experience a better overall network performance using GCP? I'm also in the process of choosing a cloud provider for a realtime networked game. Am going with AWS because GCP doesn't currently have Hongkong and Seoul.
- thesandlord 8y agoWe are launching a Hong Kong region soon: https://cloudplatform.googleblog.com/2017/11/coming-in-2018-GCPs-Hong-Kong-region.html https://cloudplatform.googleblog.com/2017/11/coming-in-2018-... (I work for GCP) The GCP network is one of the crown jewels of the platform that a lot of people take for granted. I'd definitely test it out!
- CreepGin 8y agoThanks for the info. Looks like I will test it out!
- rblatz 8y agoInteresting, I would have assumed azure would be good for that. Seeing as Xbox live runs on azure.
- Thaxll 8y agoHow so? The biggest online game are running on AWS and I'm sure they're doing fine. ( Fortnite, Overwatch ect ... )
- jayd16 8y agoThat's not big at all. Those are what, 4-12 players at a time? Everything can run within a single server so all the IO is to the users. I haven't played this DBZ game but if its more of an MMO with a live view of all the players in your area you might be dealing with user handoff between servers, cross server communication etc etc.
- crooked-v 8y agoFortnite is 100 people per game on a single gigantic map, with tracked state for everything (as it's important for the gameplay that, for example, an already-looted house is empty when the next player comes along).
- jayd16 8y agoYou've missed the point entirely. Its still a single server game. Sure the game is popular, and there are thousands of games at once, they're not connected.
- Operyl 8y ago4 months ago they surpassed 3.4 million concurrent players[1]. 100 players per server, at least 34,000 game instances (assuming 100 per game, which isn't always the case since games quickly fall down to ~50 players in a few minutes) which all report statistics of games to databases, etc. Sessions, logins, reports, kills, replays.... those add up. [1] https://gamerant.com/fortnite-concurrent-player-record-playerunknowns-battlegrounds/ https://gamerant.com/fortnite-concurrent-player-record-playe...
- jayd16 8y ago>Sessions, logins, reports, kills, replays.... those add up. Yes but those are all shardable, cacheable and mostly asynchronous. The blog post is about how you can build a large world wide game as if it was a single data center with low latency.