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TimSweeneyEpic's profile
Tim Sweeney
Tim Sweeney
Tim Sweeney
@TimSweeneyEpic

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Tim Sweeney

@TimSweeneyEpic

Epic Games founder & CEO

epicgames.com
Joined August 2013

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    Tim Sweeney‏ @TimSweeneyEpic 25 Jan 2019
    • Report Tweet
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    Cloud services are game developers’ friend. There are many hard problems in this business, but having giant data centers full of readily-available hardware on demand at a modest fee is NOT one of them!

    9:25 PM - 25 Jan 2019
    • 38 Retweets
    • 330 Likes
    • #Anonimo russty93 Kevin Ashman • 𝚝𝚑𝚊𝚝 𝚝𝚘𝚖 𝚑𝚊𝚕𝚕 • ✪ BlackCap Creative A Mysterious stranger; no, not that one Andrew Pearce Chen Lung Chin Nater Gator
    25 replies 38 retweets 330 likes
      1. New conversation
      2. Farza‏ @FarzaTV 26 Jan 2019
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        Replying to @TimSweeneyEpic

        When do you feel like game devs could have started using the cloud earliest? Or was adoption right in time

        1 reply 0 retweets 1 like
      3. Tim Sweeney‏ @TimSweeneyEpic 26 Jan 2019
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        Replying to @FarzaTV

        There were hosting services available in the late 1990’s, but they didn’t have the wide geographic coverage and on-demand scaling that makes cloud services so effectivr now.

        0 replies 0 retweets 3 likes
      4. End of conversation
      1. New conversation
      2. Timo Heinäpurola‏ @heinapurola 26 Jan 2019
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        Replying to @TimSweeneyEpic

        Scalability is key. A game can go from nothing to a mega success in a matter of days. I have, however, heard stories where a data center of a major provider was not able to respond to the demand. So letting them know about your requirements well before the need is important

        1 reply 1 retweet 4 likes
      3. Remo Kallio‏ @remotelly 26 Jan 2019
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        Replying to @heinapurola @TimSweeneyEpic

        Yah, plan your scale 👍🏻

        1 reply 0 retweets 3 likes
      4. 1 more reply
      1. James Baicoianu‏ @bai0 25 Jan 2019
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        Replying to @TimSweeneyEpic

        Indeed. Need a render farm for a few hours? Spin up 200 GPU instances and just pay for the time you use. Got a daily predictable pattern of player usage? Write some scaling rules to bring machines in and out to meet demand automatically. Web scale is legit 😀

        0 replies 0 retweets 8 likes
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      1. Garrett Hogan‏ @ragtagthrone 26 Jan 2019
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        Replying to @TimSweeneyEpic

        It would be awesome to get some documentation on setting up dedicated UE4 servers with popular cloud service providers. AWS EC2, Heroku, Digital Ocean, etc. Trying to configure something like GameLift often feels like going from 0-100, could use some help going from 0-1 😁

        0 replies 1 retweet 3 likes
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      1. New conversation
      2. Derek Smart‏Verified account @dsmart 26 Jan 2019
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        Replying to @TimSweeneyEpic

        It depends on the game. Right now there isn't a single cloud service that I am aware of which can compete with a single powerful server at $300 per month and unlimited bandwidth. Cloud costs increase exponentially and are 100% unpredictable on a M2M basis.

        2 replies 0 retweets 2 likes
      3. Derek Smart‏Verified account @dsmart 26 Jan 2019
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        Replying to @dsmart @TimSweeneyEpic

        This presents risks & challenges for indie multiplayer game projects and can mean the difference between a game shutting down or continuing. Popular games (e.g. Fortnite) which monetize well and pay their costs don't have that problem.

        2 replies 0 retweets 1 like
      4. 2 more replies
      1. New conversation
      2. Kennard8495‏ @kennard8495 25 Jan 2019
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        Replying to @TimSweeneyEpic

        Asia servers for Xbox Fortnite pleasr

        1 reply 0 retweets 3 likes
      3. Sean‏ @lolanidox 29 Jan 2019
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        Replying to @kennard8495 @TimSweeneyEpic

        Not possible right now.

        0 replies 0 retweets 0 likes
      4. End of conversation

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