Comments on this post from Reddit

Thaxll:

Interesting article, I would strongly encourage people to look at Cloud solutions nowdays, you really don't want to compete with AWS / Google / Microsoft.

no-bugs:

About competing with AWS etc. - of course, a game itself won't be able to compete (well, unless it is Riot or something), but huge hosting ISPs such as Leaseweb or SoftLayer/IBM easily can compete; also from quite a few cloud providers there are "bare-metal cloud servers" - which are essentially rented servers with per-hour billing.

Overall, the question "to cloud or not to cloud" was discussed at length in http://ithare.com/preparing-to-deploy-your-game-to-cloud-or-not-to-cloud/ : very shortly, it is usually hybrid rented+cloud solutions which make sense for games (even if latencies are not a problem, clouds are about 4x more expensive than rented servers for flat loads, and don't allow to customize hardware).

Thaxll:

Except that games are very different from workload like Google and Facebook because your player base decrease the day your game releases so you need a lot of flexibility on that side. After 2 weeks you probably lost 30-50% of your PSU so good luck with your rent contract of 6 month. With all the cloud tech available you should really manage resources according to your player graph.

no-bugs:

Yep - that's exactly why there are two parts of it - (a) stable load (which is about 4x cheaper to handle with monthly rentals) and (b) spike load (which is cheaper on cloud). It is nothing new - on GDC2016 there was a presentation discussing such hybrid stuff.

P.S. Doing what-is-now-known-as-DevOps since 2000, I never heard of 6-month server rental contract being required by a hosting ISP (well, ok - there were guys trying to push me there in 1998 IIRC, but they never succeeded). Sure, 6-month contract do exist (providing rather modest discounts) - but you can get that 4x price drop compared to cloud, with monthly contracts. In general - I agree that 6-month is way too long, but horizon of 1 month is pretty good for quite a few games out there.

Solon1:

No, you should do the math and calculate which one is better. If you can't determine your needs, cloud is better as you can just change it. If you have a pretty good idea of what you need hardware and network wise, you can create a sprrsheet comparing costs. There are a number of edge cases where cloud isn't great, particularly if you need a lot of bandwidth. And until recently, if you needed good GPUs for machine learning, cloud wasn't good either.

Thaxll:

I never saw any AAA studios using GPU on the backend.

Ic3mat:

https://news.ycombinator.com/item?id=14307499

remorio:

The author is extremely knowledgeable and experienced. I have been following all articles here, I couldn't find anything the author overlooked or missed.

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