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Towards Supporting Millions of Users in Modifiable Virtual Environments by

Talkat HotCloud '20 · 2020-07-13..07-14· [serverless, game-development]
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Claims that Minecraft-like MVEs can scale from per-instance hundreds to millions by redesigning core simulators and rendering as serverless functions, modeling MVEs as a collection of services, and using state synchronizers with specialized consistency models. Evidence: Minecraft has 126 million monthly players but individual instances cap at a few hundred and a virtual festival crashed when ~100k simultaneous join attempts occurred. Discusses using cloudlets, Lambda shared filesystems and targeted research on terrain generation and simulators.

AI-written summary · about

  1. 0:00Intro
  2. 0:48Gaming by the Numbers
  3. 1:42Features of Modifiable Virtual Environments (MVES) are Generally Beneficial
  4. 3:23MVE Scalability Challenge
  5. 4:30Definition of a Modifiable Virtual Enviroment (MVE)
  6. 5:37Main Contributions
  7. 6:19Inside a Modifiable Virtual Environment
  8. 6:57Deployment Models and Limitations
  9. 8:41Serverless Operation
  10. 9:31Specialized Consistency Models
  11. 10:50Differentiated Deployment
  12. 11:47Serverless functions for independent scheduling of MVE services
  13. 13:13Dynamic consistency units to control and limit MVE inconsistency
  14. 13:52Schedule services at cloudlets to resources to improve QoS and cost
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