Dedicated Servers vs the "Cloud“:Pros and Cons when building and operatingGaming ServicesChristof Wegmann, Founder Exit Ga...
Photon in a Nutshell• Socket Server and Framework• Realtime, Multiplayer, Cross Platform• 20,000 developers (Indies and AAA)
Photon compared to „Social SDKs“•   Leaderboards             • Matchmaking•   Challenges               • Realtime Gameplay...
Unity Rules• But we do more ...
You build an MMOG – really?• Room based games (2-32 players)  – FPS, Racer, Casual Game  – Broadcast of Messages to all Pl...
The Golden Thread•   What is it: Photon Cloud?•   Design Goals & Requirements•   Battle Cloud vs Dedicated•   Learnings an...
Design Goals of our Cloud• Hosting  – „Unlimited“ scale  – Global hosting (US, EU, Asia)• Ops (deploy, updates, manage, ad...
Cloud vs Dedicated: Features                       Cloud/VMs               Dedicated/IronRamp up           ++   „Instant“ ...
Understand your Load• Scenario  – 25 rooms x 16 players = 400 CCU  – 2 x 50 bytes reliable / s, 10 x 50 bytes unreliable /...
CCU is Overestimated• Optimistic rule of thumb:  1,000,000 downloads  500k : MAU (50% of downloads)  50k : DAU     (10% of...
Traffic is Underestimated• Traffic for 1,000 CCU• 8MB/s (saturated 100Mbit NIC)• 8TB/month (8 * 60 * 60 * 24 * 30 * 40%)
Cloud vs Dedicated: Price• Price (ballpark)                         Amazon EC2   LeaseWeb      Server             $250    ...
Hybrid: Best of Both Worlds
Global Presence is Key
Real World: Our own Cloud•   Largest game has 21,000 CCUs•   1,200,000 msg/s (req, resp, ev)•   150 TB per month traffic• ...
Cloud is Trend, Focus is Trend•   Storage: Cloudant•   Social API: Roar Engine, Scoreloop•   Realtime: Photon•   Ad: Playh...
Questions?Now or later at the LeaseWeb booth.
BGF 2012 (Browsergames Forum)
BGF 2012 (Browsergames Forum)
BGF 2012 (Browsergames Forum)
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BGF 2012 (Browsergames Forum)

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  • PPT resolutionRemove stickerHeadline: Photon private Cloud
  • BGF 2012 (Browsergames Forum)

    1. 1. Dedicated Servers vs the "Cloud“:Pros and Cons when building and operatingGaming ServicesChristof Wegmann, Founder Exit Games
    2. 2. Photon in a Nutshell• Socket Server and Framework• Realtime, Multiplayer, Cross Platform• 20,000 developers (Indies and AAA)
    3. 3. Photon compared to „Social SDKs“• Leaderboards • Matchmaking• Challenges • Realtime Gameplay• Achievements• Social Network Integr. • „Unlimited“ scale• News, Push • Low Latency / local Presence• Gamestatesync • Properties• Payment • Interest Groups• Downloadable Content • Remote Authentication• Virtualgoods/-currency • Counters• (Usually) Cross platform • Cross Platform!!!
    4. 4. Unity Rules• But we do more ...
    5. 5. You build an MMOG – really?• Room based games (2-32 players) – FPS, Racer, Casual Game – Broadcast of Messages to all Players – U4ia: Offensive Combat, Codemasters: F1 Online• MMO games – Hundreds of People per Map/World/Region – Interest Management – Innogames: Kartuga, FOX: Family Guy Online
    6. 6. The Golden Thread• What is it: Photon Cloud?• Design Goals & Requirements• Battle Cloud vs Dedicated• Learnings and realworld data• Summary
    7. 7. Design Goals of our Cloud• Hosting – „Unlimited“ scale – Global hosting (US, EU, Asia)• Ops (deploy, updates, manage, add) – Manageable by a small team• Architecture – No persitence – Failsafe (nodes can fail), Self Healing
    8. 8. Cloud vs Dedicated: Features Cloud/VMs Dedicated/IronRamp up ++ „Instant“ - 1-3 daysRamp down ++ „Instant“ - MonthlySnapshots ++ Yes. - 3rd partyAutomation ++ Rightscale, OpsCode + Manual, ScriptsPower/CCU + „Weak“ Socket ++ Better „bang“ for performance the „buck“.Services (Saas) ++ DB, MsgQueues, + Backup Storage, Backup
    9. 9. Understand your Load• Scenario – 25 rooms x 16 players = 400 CCU – 2 x 50 bytes reliable / s, 10 x 50 bytes unreliable / s• Server: Quad-Core, 8GB RAM, Win7 x64 – In: 4,500 msg/s (1,2 MB/s) – Out: 65,000 msg/s (7.5 MB/s) – CPU: ~30% – NIC (100Mbit): 80% saturated – Client RTT: ~40ms
    10. 10. CCU is Overestimated• Optimistic rule of thumb: 1,000,000 downloads 500k : MAU (50% of downloads) 50k : DAU (10% of MAU) 5k : CCU (10% of DAU)• Real World Sample: Online Mobile Shooter – 4,000,000 DL : 3,000 CCU
    11. 11. Traffic is Underestimated• Traffic for 1,000 CCU• 8MB/s (saturated 100Mbit NIC)• 8TB/month (8 * 60 * 60 * 24 * 30 * 40%)
    12. 12. Cloud vs Dedicated: Price• Price (ballpark) Amazon EC2 LeaseWeb Server $250 $150 Traffic (per TB) $150 $20 (5TB included)• Sample calculation for 15,000 CCU Amazon EC2 LeaseWeb 10 Servers $2,500 $1,500 40TB traffic $6,000 (included) = = $8,500 $1,500
    13. 13. Hybrid: Best of Both Worlds
    14. 14. Global Presence is Key
    15. 15. Real World: Our own Cloud• Largest game has 21,000 CCUs• 1,200,000 msg/s (req, resp, ev)• 150 TB per month traffic• 50 Servers• US, Europe & Asia• Our „perfect“ Box – Single CPU, 4 Cores, 4GB RAM, 5TB traffic
    16. 16. Cloud is Trend, Focus is Trend• Storage: Cloudant• Social API: Roar Engine, Scoreloop• Realtime: Photon• Ad: Playhaven• Notification: Urban Airship• Analytics: GA, Honey Tracks, Flurry, Kotagent• Mix with your own!
    17. 17. Questions?Now or later at the LeaseWeb booth.

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