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by ipsum2 1889 days ago
Probably because they can't scale it? Which is ironic for a serverless provider. Seeing:

> Too many players; retrying in 27 seconds.

1 comments

It's just an absurd tech demo, why would they want to scale it? Just to burn money?
To impress people, which is probably part of the goal of this blog post.
I think any potential customers would understand that scaling isn't the point of the demo. It's unreasonable to assume that they'd infinitely scale a processing- and bandwidth-hog like this just for fun.
As a potential customer, scalability is definitely top of mind. If you can't scale a tech demo, then I'm not left with a good impression with a CDN which is supposed to handle millions of requests per second.

It's not like Doom is that intensive, and the the bandwidth is certainly less than a single 4K stream!

Scalability is probably a concern for a lot of people, but it still doesn't make it the point of the demo. They want to show that their service is capable of even running a workload so classically local and native as a full game with half-decent latency only using edge functions. And it's a mystery why you bring up streaming and CDNs. If you think that a 4K stream poses the same challenges as stateless, real-time, non-cacheable game engine processing targeting 60 req/s, then I don't know where to start.