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Dedicated Servers vs the "Cloud“:
Pros and Cons when building and operating
Gaming Services

Christof Wegmann, Founder Exit Games
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
•   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!!!
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 Players
  – U4ia: Offensive Combat, Codemasters: F1 Online

• MMO games
  – Hundreds of People per Map/World/Region
  – Interest Management
  – Innogames: Kartuga, FOX: Family Guy Online
The Golden Thread
•   What is it: Photon Cloud?
•   Design Goals & Requirements
•   Battle Cloud vs Dedicated
•   Learnings and realworld data
•   Summary
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
Cloud vs Dedicated: Features
                       Cloud/VMs               Dedicated/Iron
Ramp up           ++   „Instant“          -    1-3 days

Ramp down         ++   „Instant“          -    Monthly

Snapshots         ++   Yes.               -    3rd party

Automation        ++   Rightscale, OpsCode +   Manual, Scripts

Power/CCU         +    „Weak“ Socket      ++   Better „bang“ for
                       performance             the „buck“.
Services (Saas)   ++   DB, MsgQueues,     +    Backup
                       Storage, Backup
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
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
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         $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
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
•   50 Servers
•   US, Europe & Asia

• Our „perfect“ Box
    – Single CPU, 4 Cores, 4GB RAM, 5TB traffic
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!
Questions?
Now or later at the LeaseWeb booth.

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BGF 2012 (Browsergames Forum)

  • 1. Dedicated Servers vs the "Cloud“: Pros and Cons when building and operating Gaming Services Christof Wegmann, Founder Exit Games
  • 2. Photon in a Nutshell • Socket Server and Framework • Realtime, Multiplayer, Cross Platform • 20,000 developers (Indies and AAA)
  • 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. Unity Rules • But we do more ...
  • 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.
  • 7. The Golden Thread • What is it: Photon Cloud? • Design Goals & Requirements • Battle Cloud vs Dedicated • Learnings and realworld data • Summary
  • 8.
  • 9.
  • 10. 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
  • 11. Cloud vs Dedicated: Features Cloud/VMs Dedicated/Iron Ramp up ++ „Instant“ - 1-3 days Ramp down ++ „Instant“ - Monthly Snapshots ++ Yes. - 3rd party Automation ++ Rightscale, OpsCode + Manual, Scripts Power/CCU + „Weak“ Socket ++ Better „bang“ for performance the „buck“. Services (Saas) ++ DB, MsgQueues, + Backup Storage, Backup
  • 12. 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
  • 13. 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
  • 14. Traffic is Underestimated • Traffic for 1,000 CCU • 8MB/s (saturated 100Mbit NIC) • 8TB/month (8 * 60 * 60 * 24 * 30 * 40%)
  • 15. 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
  • 16. Hybrid: Best of Both Worlds
  • 18. 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
  • 19. 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!
  • 20. Questions? Now or later at the LeaseWeb booth.

Notes de l'éditeur

  1. PPT resolutionRemove stickerHeadline: Photon private Cloud