titanfall1Last month Jon Shiring of Respawn Entertainment gave a Public Tech Talk about online game servers and system design, as well as what it took to create a popular (scalable) online multiplayer game in the cloud with Titanfall. Among the topics he covered:

  • 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

Please enjoy this video replay of the event and stay tuned to the Racksburg blog for news of upcoming events!

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