How Epic Games is using ScyllaDB for distribution of large game assets used by Unreal Engine across the world —enabling game developers to more quickly build great games.
2. Joakim Lindqvist
■ Senior Tools Developer within the Foundation team of
Unreal Engine
■ 15 years experience working in games
■ Based out of Stockholm, Sweden
3. ■ The complexity of building games
■ Overview of Unreal Cloud DDC
■ Future work
Agenda
5. Games are Complicated to Make
■ 2 major types of content, source code and game assets
■ Large assets
■ Large teams work on them
■ Specialized skill - spread out across the world
6.
7. The Process of Cooking Data
■ Cooking is data transformation
■ Historically cached on network file systems within a office
■ Geo distribution
■ Work From Home
■ Headache to scale storage
■ Can take hours to start up the editor without caching
12. Why ScyllaDB
■ Performance sensitive workload
■ Geo replicated database
■ Eventual consistency works well with our workload
■ Small deployment (2-3 nodes of i4i.xlarge/i4i.2xlarge) in 5 DCs
■ ~3000 req/s per node