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by goodplay
3633 days ago
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I would be very happy if Niantec releases an in-depth write up on the how the backend was implemented and what measures they took to make it scale to handle this kind of traffic. I don't care much for the game, but details of why the servers weren't (aren't?) able to handle the traffic interests me immensely. |
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For instance they don't cache pokestop images, my phone keeps redownloading the same images from pokestops and gyms, if it just cached the top 10 most visited pokestops and gyms that would be a decent reduction in data use.
Also it would help if they offloaded some of the work of the GPS onto the local phone steptracking/direction trackers it would help.
I can understand if they don't want to send coordinates of "nearby pokemon" down to the clients because that would inevitably get hacked, but the phone has to repeatedly poll.
If the phone tracked more locally it could not poll GPs until it detects locally that it's moved enough, so if you weren't moving you wouldn't be updating your position very often.
Also I read something that reckons that the game servers are currently all hosted in the US, which would explain the laggy battle experience in Europe. (Freezing at 1hp left, never being quite sure what's hit your character or good times to attack).