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by warvstar 859 days ago
It can be, we have our data cached as close to the user as possible, in over 300 locations. It does add some latency, because instead of a 3ms latency to fetch and decompress assets, it now might be 17ms. However, because we also have a memory cache, this can reduce that latency significantly, and we use that for as many small and recently accessed assets as possible. Our virtual fs is multithreaded and works in tandem with Unreals async loading threads, so we are able to fetch multiple assets at a time, reduce wait tune. We also have the ability to know what assets are commonly fetched in a certain period and to fetch those ahead of time.

Of course, if you combine bad networks, lack of storage capacity and large projects, you can be sitting around a while, or may not have the best experience. Keep in mind though, that the browsers don't usually evict data from the cache unless you've used up the storage quota, the system is under storage pressure, or the origin has not been accessed in a while. According to them