Episode #467 from 2:26:53

Scaling

Can you actually speak to the technical challenge of going from mostly a not online large scale gaming platform to being able to support with Battle Royale, a huge number of people playing with each other at the same exact time. What's the technical, four weeks. What's the technical challenges there that had to be overcome? Since 2012, we've been building online backend system to support player accounts and log in and all of the different systems there needed to make a multiplayer game. And we'd been building them to be scalable, and by some miracle, we built them stably enough that they were able to scale up. And so the online team who was responsible for patching that code, spent a year of intense work getting it to scale from 40,000 concurrent users to 15 million concurrent users.

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Can you actually speak to the technical challenge of going from mostly a not online large scale gaming platform to being able to support with Battle Royale, a huge number of people playing with each other at the same exact time. What's the technical, four weeks. What's the technical challenges there that had to be overcome? Since 2012, we've been building online backend system to support player accounts and log in and all of the different systems there needed to make a multiplayer game. And we'd been building them to be scalable, and by some miracle, we built them stably enough that they were able to scale up. And so the online team who was responsible for patching that code, spent a year of intense work getting it to scale from 40,000 concurrent users to 15 million concurrent users.

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Scaling chapter timestamp | Tim Sweeney: Fortnite, Unreal Engine, and the Future of Gaming | EpisodeIndex