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by snackbroken
526 days ago
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Something I've been wondering for a while is if BitTorrent or other P2P protocols are ever a consideration for pushing game updates? Naively, it seems like an ideal fit since a large swarm of leechers quickly turns into a large swarm of (partial) seeders mostly chattering amongst themselves. I recall Facebook and Twitter used to internally torrent their updates in the 2010s and BT scales just fine to thousands of peers and tens of GB files at least, but I think I've only ever played one game whose updater was a torrent client so I'm guessing it's a nonstarter for one reason or another. Are game publishers just allergic to it due to the piracy association? Are end-user upload speeds too slow to meaningfully make a difference? Are swarms of ~100k just too large to manage? Edit: Silly me for posting while sleep deprived. It's not the update itself that you're saying is causing thundering herd issues, but the log-ins all being synced up afterwards much like in TFA, duh. My curiosity wrt the apparent lack of P2P game updaters still stands though. |
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The primary business problem is one of visibility and control. The customer UX would be entirely out if your control, and exceedingly variable, based on factors you (the provider) cant even see. At the same time CDNs were pushing down to cents per GB delivered by 2010, and ~1¢/GB by 2015. At a penny per GB distribution for higher throughout, better visibility, and control CDN distribution costs started to not matter compared to other costs and priorities.
Oh! Porn delivery companies, theyre an interesting content distribution case. AFAIK commercial CDNs are still way too expensive to meet their business model needs. My recollection is that they all built their own in house CDNs, like GPs “run a bunch of VMs” approach, or used a peers. This was accelerated as all of those companies consolidated ala MindGeek in the 2010s.