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Comment on Agones: Open-source, multiplayer, dedicated game-server hosting on Kubernetes

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As a fun note, Pokemon Go (from a company spun off from Google) was one of the first major games to use Kubernetes, and the infamous scaling issues during its launch in 2016 helped resolve many bugs: https://cloudplatform.googleblog.com/2016/09/bringing-Pokemo...

Although Pokemon Go has fewer latency concerns than a FPS/MMO, which Ubisoft (Rainbow 6 Siege, The Division) excels at.

Although Pokemon Go has fewer latency concerns than a FPS/MMO

I wouldn't phrase things quite like that. While FPSes and MMOs might require low-latency links between individual servers and individual players, those links are usually long-lived enough for the ARP tables, TCP window sizes, etc. to get comfortable.

Pokemon Go, and other medium-bandwidth casual mobile games, have players expecting low-latency even while constantly having their phone kill and reopen the app, while also travelling between different cells (and thus ending up with different IPs and having their local-most IP switch have to re-path their connections.) And they only play for three minutes at a stretch. This causes a large share of the message traffic to hit at least one "un-warmed" leg on its journey, even if you do all your server architecture correctly.

Of course, things could be even worse: you could have a casual, mobile FPS.

The app icon is the gun trigger. You see another player and you whip out your phone and fire a bullet at them.

Someone please make this game so we can weed out the bugs in the cellular system.

Maybe it could take inspiration from PUBG. It could turn out to be a very social experience if a lot of people gather at the center of the map. Or maybe a very violent one...

That blog post was actually a pretty interesting quick read. I had no idea the actual launch player base was 50x the expected value. The in place upgrades were impressive too.

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