SlideShare a Scribd company logo
Webinar
How to Plan for Performance and Scale
for Multiplayer Games
Speakers
Calvin Scherle
Solutions Engineer @ Cloudflare
Moderator: Alissa McAloon
News Editor and Associate Publisher @ Gamasutra
About Cloudflare
Cloudflare is a leading security, performance, and reliability company.
We protect and accelerate any Internet application online without adding
hardware, installing software, or changing a line of code.
We have one of the world’s largest networks that powers more than 20
million Internet properties, with nearly 10% of the Fortune 1,000 companies
using at least one Cloudflare product.
Trusted by:
What you will learn today
● How to meet player expectations from the largest online games
● How to plan for different types of online games
● Real-world examples of successes and failures in performance and reliability
● Strategies to minimize overspending on infrastructure
● Deployment strategies for different gaming use cases
● Techniques for offloading processing load from your servers
Players want their games to be...
SECURE
Security is paramount for
tournaments when
money is on the line,
while good security
practices help protect
player data and minimize
cost
FAST
Lag and latency can ruin a
game, and loading times
keep players out of their
favorite activities
RELIABLE
Players want to play on
their own time, which
means keeping your
game running 24/7
(or close to it)
Choosing an Architecture
Single Server, Single Session
Multi-Server, Multi-Session
Cloud-Hosted Multi-Session
Multi-Cloud
Adding Platform Services
Optimizing Server Load
“The War on Lag cannot be won because our players can always bring one more ship”
- CCP Veritas, EVE Online Dev-Blog
Tick Rate
How often the server updates the game state
Example:
● 10 clients connected - Need to process each client per tick
● 64Hz tick rate - Game updated 64 times a second
● 640 ops/sec required
Note: Basic example, may require several ops per package of client data
Optimization Goals
Real-time game server optimization typically has two goals in mind:
1. Reduce ops/tick required
2. Increase ops/tick available
"In order to bring things down to the level where the server can keep up, there's painfully few options. They boil down to two:
reduce load or increase processing capacity."
Source: https://www.eveonline.com/article/introducing-time-dilation-tidi
Optimization Techniques
Reduce required
operations
Increase available
operations
Lower tick rate
Statically - Reduce tick rate of some or all servers
Partially - Reduce resolution of certain processes (e.g. physics simulation)
Dynamically - EVE Online “time dilation”
Reduce garbage input
Optimize game client (only send relevant data)
Filter traffic - Reverse Proxy
Upgrade systems
Increase processing power of individual units
Increase scale
Add more servers to reduce infra load
Scale up pods/LBs
Reducing Latency
Latency Reduction
● Protocol Optimization
● Edge termination
● Geo-steering
*Psuedo latency reduction (In-game techniques, extrapolation)
Protocols for Gaming
TCP
UDP
Reliable, Slow
In-game trades, matchmaking, complex consistent game states
Fast, Inconsistent
Best for competitive games, real-time updates, when you only want the
latest and speed is a must
HTTP
(subset of TCP)
Compatible, Secure
Primarily for platform services, APIs, web-based games
Edge SSL Termination
Geo-Steering
Geo-Steering w/ Centralized Matchmaking
The Game Must Go On
(When Things Go Wrong)
Enhancing Reliability
Peak traffic mitigation strategies:
● Queueing
● Staged maintenance/failover
● Elastic scaling
● (Semi) permanent scaling
Pros Cons
Queuing ● Never go over capacity
● Buys time to scale up/down to
meet demand
● Measure queues for real time
concurrent player data
● Avoid buying capacity to meet
temporary demand
● Players must wait, from minutes
to hours
● Potential party breakups
● Implementation effort and cost
for queueing logic/infrastructure
Staged
Maintenance/Failover
● No downtime
● Low average cost for usage-
based service
● Requires complex infrastructure
(multi-cloud and/or multi-cluster)
● High cost at peak
Elastic Scaling ● Cost effective
● Dynamically meet demand
● Requires scaling infrastructure
● Sudden spikes can overwhelm
infrastructure
(Semi) Permanent Scaling ● Most reliable if demand is met ● May incur downtime
● Potential wasted cost
War Stories
Destiny 2: Shadowkeep
Bungie simultaneously released a major expansion for Destiny 2, migrated the game
from Battle.net to Steam, and made the game free to play for all new players on
October 1, 2019
Difficulties:
● 24-hour pre-release maintenance
● Queues lasting upwards of 1 hour
● 2-hour emergency maintenance
● ~1 month of no new players pre-migration
Apex Legends
Respawn Entertainment surprise launched Apex Legends on February 4, 2019 to
critical acclaim and massive player interest, using a flexible multi-cloud infrastructure.
Successes:
● Over one million players on second day of launch with 60 players per session
● No downtime for updates due to flexible infrastructure
● Netcode developed by a team of three people
Notable stories
● Niantic delays Pokemon: Go global rollout after players experience failed connections
and massive lag
● Valve hosts The International 2015 - the world’s largest Dota 2 tournament with a $18
million USD prize pool that year. Matches are suspended for several hours due to
DDoS attacks against Valve servers
● World of Warcraft Classic releases in 2019 to server queue times upwards of 2 hours
Questions?
Contact us: cfmarketing@cloudflare.com
Learn more: cloudflare.com/gaming

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How to Plan for Performance and Scale for Multiplayer Games

  • 1. Webinar How to Plan for Performance and Scale for Multiplayer Games
  • 2. Speakers Calvin Scherle Solutions Engineer @ Cloudflare Moderator: Alissa McAloon News Editor and Associate Publisher @ Gamasutra
  • 3. About Cloudflare Cloudflare is a leading security, performance, and reliability company. We protect and accelerate any Internet application online without adding hardware, installing software, or changing a line of code. We have one of the world’s largest networks that powers more than 20 million Internet properties, with nearly 10% of the Fortune 1,000 companies using at least one Cloudflare product. Trusted by:
  • 4. What you will learn today ● How to meet player expectations from the largest online games ● How to plan for different types of online games ● Real-world examples of successes and failures in performance and reliability ● Strategies to minimize overspending on infrastructure ● Deployment strategies for different gaming use cases ● Techniques for offloading processing load from your servers
  • 5. Players want their games to be... SECURE Security is paramount for tournaments when money is on the line, while good security practices help protect player data and minimize cost FAST Lag and latency can ruin a game, and loading times keep players out of their favorite activities RELIABLE Players want to play on their own time, which means keeping your game running 24/7 (or close to it)
  • 12. Optimizing Server Load “The War on Lag cannot be won because our players can always bring one more ship” - CCP Veritas, EVE Online Dev-Blog
  • 13. Tick Rate How often the server updates the game state Example: ● 10 clients connected - Need to process each client per tick ● 64Hz tick rate - Game updated 64 times a second ● 640 ops/sec required Note: Basic example, may require several ops per package of client data
  • 14. Optimization Goals Real-time game server optimization typically has two goals in mind: 1. Reduce ops/tick required 2. Increase ops/tick available "In order to bring things down to the level where the server can keep up, there's painfully few options. They boil down to two: reduce load or increase processing capacity." Source: https://www.eveonline.com/article/introducing-time-dilation-tidi
  • 15. Optimization Techniques Reduce required operations Increase available operations Lower tick rate Statically - Reduce tick rate of some or all servers Partially - Reduce resolution of certain processes (e.g. physics simulation) Dynamically - EVE Online “time dilation” Reduce garbage input Optimize game client (only send relevant data) Filter traffic - Reverse Proxy Upgrade systems Increase processing power of individual units Increase scale Add more servers to reduce infra load Scale up pods/LBs
  • 17. Latency Reduction ● Protocol Optimization ● Edge termination ● Geo-steering *Psuedo latency reduction (In-game techniques, extrapolation)
  • 18. Protocols for Gaming TCP UDP Reliable, Slow In-game trades, matchmaking, complex consistent game states Fast, Inconsistent Best for competitive games, real-time updates, when you only want the latest and speed is a must HTTP (subset of TCP) Compatible, Secure Primarily for platform services, APIs, web-based games
  • 22. The Game Must Go On (When Things Go Wrong)
  • 23. Enhancing Reliability Peak traffic mitigation strategies: ● Queueing ● Staged maintenance/failover ● Elastic scaling ● (Semi) permanent scaling
  • 24. Pros Cons Queuing ● Never go over capacity ● Buys time to scale up/down to meet demand ● Measure queues for real time concurrent player data ● Avoid buying capacity to meet temporary demand ● Players must wait, from minutes to hours ● Potential party breakups ● Implementation effort and cost for queueing logic/infrastructure Staged Maintenance/Failover ● No downtime ● Low average cost for usage- based service ● Requires complex infrastructure (multi-cloud and/or multi-cluster) ● High cost at peak Elastic Scaling ● Cost effective ● Dynamically meet demand ● Requires scaling infrastructure ● Sudden spikes can overwhelm infrastructure (Semi) Permanent Scaling ● Most reliable if demand is met ● May incur downtime ● Potential wasted cost
  • 26. Destiny 2: Shadowkeep Bungie simultaneously released a major expansion for Destiny 2, migrated the game from Battle.net to Steam, and made the game free to play for all new players on October 1, 2019 Difficulties: ● 24-hour pre-release maintenance ● Queues lasting upwards of 1 hour ● 2-hour emergency maintenance ● ~1 month of no new players pre-migration
  • 27.
  • 28. Apex Legends Respawn Entertainment surprise launched Apex Legends on February 4, 2019 to critical acclaim and massive player interest, using a flexible multi-cloud infrastructure. Successes: ● Over one million players on second day of launch with 60 players per session ● No downtime for updates due to flexible infrastructure ● Netcode developed by a team of three people
  • 29. Notable stories ● Niantic delays Pokemon: Go global rollout after players experience failed connections and massive lag ● Valve hosts The International 2015 - the world’s largest Dota 2 tournament with a $18 million USD prize pool that year. Matches are suspended for several hours due to DDoS attacks against Valve servers ● World of Warcraft Classic releases in 2019 to server queue times upwards of 2 hours