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Tech Talk: Jon Shiring (Titanfall) discute de la technique autour du jeu Online

Publié : jeu. 17 déc. 2015 23:19
par infel2no


Thèmes abordés:

Client vs datacenter hosted servers, bandwidth, server CPU, and why it matters
Cloud vs “bare metal” hosting for games
How Titanfall used the Azure cloud and Xbox Live Compute to exclusively power a AAA online game
How Respawn’s custom backend allows cloud servers to fluidly scale up and down
How Titanfall’s matchmaking works
The value of speed in updating an online game
Patching a live game with no scheduled downtime
How game certification on patches can create worse experiences, and how you can benefit by sidestepping certification