Over the past several days an amazing group of folks from Team4, QA, and IT spent hours pouring over every little detail of the demo area. During the opening ceremony we ran automation to decrypt and load Overwatch 2 for the public for the first time. It looked super rad!pic.twitter.com/97fqI2kLPO
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Was super nervous as the first group loaded into Rio, thankfully everything worked perfectly! Excited to hear what everyone thinks of the game, so proud to work with an amazing team, and really happy with what we’ve built so far.pic.twitter.com/5aaxdrHuAg
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En réponse à @brxxn0
With regard to tech during the talk tomorrow it mostly is focused on how the engine has evolved to support client side concerns like art and content tools. Our tech director was previously the engine lead and is a key architect of the engine, he’ll be on that panel.
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There’s been a few GDC talks over the past few years covering some server concerns, and detail about netcode. Phil Orwig and Tim Ford gave these talks if you want to search for them.
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Live ops / Server infra talk would be cool. I’ll see if I can put one together for this coming year. Any specific questions I’m happy to try to answer here if they’re bite sized - unfortunately that limits to mostly simple things. :(
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En réponse à @brxxn0
For workshop per instance tick cost, if ticks take more than budget the instance is killed. On aggregate we abstract load to a “ticket” cost, detailed automated daily profiling helps us establish expectations per game mode (Eg PVP/Archives Mission/etc) ...
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As tickets are consumed new game servers are spun up. Auto scaling infra via senlin on private cloud, native tools for public cloud. Detailed telemetry reported from servers to identify issues uses bespoke data pipeline built on Kafka/Hadoop/elastic/etc.
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Data pipeline talk at elasticon 2018 by me and @ctide https://www.elastic.co/elasticon/conf/2018/sf/watching-overwatch-at-activision-blizzard …
Le chargement semble prendre du temps.
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