this post was submitted on 03 Feb 2024
314 points (95.9% liked)

PC Gaming

8505 readers
752 users here now

For PC gaming news and discussion. PCGamingWiki

Rules:

  1. Be Respectful.
  2. No Spam or Porn.
  3. No Advertising.
  4. No Memes.
  5. No Tech Support.
  6. No questions about buying/building computers.
  7. No game suggestions, friend requests, surveys, or begging.
  8. No Let's Plays, streams, highlight reels/montages, random videos or shorts.
  9. No off-topic posts/comments.
  10. Use the original source, no clickbait titles, no duplicates. (Submissions should be from the original source if possible, unless from paywalled or non-english sources. If the title is clickbait or lacks context you may lightly edit the title.)

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[โ€“] [email protected] 2 points 9 months ago (1 children)

Main problem with game like this, is that you are probably not going to have it running more than 6 months with heavy loads, after that you can scale everything down.

If you have a business that is going to run 10-20 years, you can build complex solutions to optimize the cost.

In this kind of rocket like need of global computing power, the cloud is only real solution.

[โ€“] [email protected] 2 points 9 months ago

Oh yea. Though I don't feel that utilizing different public cloud options should incur significant additional development time, at least not if it was something they considered during the development of the game.

It can also go the opposite way, moving from cloud to on premise as things stabilize and they want the more stable, consistent costs decreasing opex and spending more capex and have done optimizations to better determine the hardware they need so they don't over buy.

It's entirely possible they have some private servers from the development of the game that they used cloud to augment.

No matter how it was architected, right now it's primarily in a public cloud of some sort.