![]() ![]() To run a large number of games simultaneously, we need to run thousands of these game server executables, one for each running match. The game server executable controls the frame-to-frame gameplay of in-progress matches. ![]() Two key pieces of VALORANT’s infrastructure allow us to support a large number of players - the game server executable and the platform. This article explains how we load tested our platform, and how we tackled the scaling challenges we encountered along the way. After many months of work, we successfully ran a load test of two million simulated players against one of our test shards, giving us the confidence we needed for a smooth launch. Once VALORANT entered full production, we began working in earnest on a load test framework to prove out our tech. From the beginning, we prioritized scalability to make sure we could support the number of players we were hoping for. When VALORANT was still early in development, we had high hopes that in the future we’d launch with high initial popularity. My team is responsible for making sure VALORANT’s platform can scale to support our growing playerbase, with high uptime and sufficient monitoring to quickly detect and fix problems. Hi, I’m Keith Gunning, lead engineer on the Core Services team for VALORANT. ![]()
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