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Planet scale 2.0: Cloud games done right
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About the talk

Reaching a global player base requires a variety of cloud services including game servers, matchmaking, databases, and analytics. Orchestration and rapid scaling are critical components due to the bursty and unpredictable nature of today's live services games. Learn how Google’s global cloud infrastructure, designed to power billion-user applications, seamlessly supports the world's largest games.

About speakers

Sebastian Weigand
Systems Architect at Google Cloud for Games
Susan Romera
Customer Engineer at Google Cloud for Games

I'm That Devops Guy, and I do cloud stuff at Google. You'll see me talking about a broad range of devops topics: like infrastructure as code, Kubernetes, and IT transformation. I delight in watching my clients and colleagues do kick-ass stuff with all these great new tools.

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Version 2.0., I'm Susan Romero, understand scale, dedicated Game Servers on Google Cloud. We're going to watch a respondent automatically scale to accommodate a new game that has unexpectedly grown crazy. Popular overnight simultaneously, becoming a developer's Wildest Dream and worst nightmare as more and more Gamers. Find themselves Tangled in Reverse or another game. Developers are facing new challenges to provide a seamless experience in each one. In order to maintain those multiverses game

Publishers and Studios have to get creative in the way. They provide a platform where players can play Experience providing access to their game globally and that requires globally available infrastructure. Since the pandemic the gaming industry has boomed, as the majority of the global population was forced to isolate themselves away from the world. They once knew the need for social interaction caused, millions of people to go online and discover the wonderful world of gaming, in order to maintain a level of sanity. And, of course, Rancho or more people start to appreciate

the social aspect of the online game World in turn the gaming communities on influx of new members ranging from grandkids all the way to the grandparents. What are your running campaigns with your co-workers, to save the world or building for its to save your own? But wait, either way the Gaming Community, grew exponentially and with it, the underlying structure games. Don't run. On popsicle, stick people, weenie compute. Game developers now face A new challenge, but now they have to worry about the van. I mean, systems, not literal stilts. That's where Google

games are becoming enter and all its kubernetes Glory. I'm Sebastian y. N, a planet scale systems architect. Let's dive in. I've created these clusters already and I've installed a gun a saint to each of them right now. These are essentially empty clusters running. Only if you knows each, I've got one cluster in the US another, in the Netherlands and 1/3 in Japan, because they're closed Council Aggregates information across the Clusters. I can see that I don't have anything running of these clusters yet. Besides

the ponds needed to run, a gun is itself. I've coded up a game server and go which simulates a battle round Style game. It reports the events which typically take place in to our data warehouse. It also creates Player information such as match rankings and writes those into spanner our horizontally, scalable relational database. To deploy This Server worldwide. We Define it using a Goonies game server. Fleet spec combined with a Google cloud game servers deployment. The fleet specification looks just like any other kubernetes resource. A gun is provides an abstraction layer on

top of kubernetes to understand the concept of the game server or collection of Game servers called a fleet. It does this because Game Servers on your typical state was workload. You don't want your game to get killed in the middle of a match and scheduled on another note. For example, likewise kubernetes needs to know more information about the state that the game servers in such as total player, count to handle functions, like scaling properly. Agonist takes care of things like this for us, so that we don't have to, let's take a look at our current fleets on each of the gke

Clusters. As you can see, we don't have any flights to Floyd. Let's go ahead and create a ton of games servers to do this. I'm going to ask g c g s to appoint a new roll out using the configs. I specified. What it'll do is connect to every gke cluster in each of the Realms and create The Goonies fleets. Based upon our Fleet Speck, in short will go from no power to thousands across multiple clusters in multiple continents. Here you can see the number of service that we want, the number which we are booting up and the number which are ready.

The allocated column would update once players start connecting to them. You asked about scaling up enough resources for a million concurrent players deploying thousands of these servers, across 10000 CPU, optimize Kors ought to do the trick. Let's check those gke, clusters. Remember, we only have one note in each Zone. Let's see what it's up to now, that the cluster autoscaler has seen our request bike. This is great. The cluster autoscaler has already begun adding additional nodes to these

clusters based upon the resources that we've requested. Okay, more and more games servers are coming up. Agonizing gke are working together to spin up additional virtual machines to handle this load. This will take just a couple of minutes to scale up.

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Sebastian Weigand
Susan Romera