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Game Server Performance on 'Tom Clancy's The Division 2'

David Lind (Senior Programmer, Massive Entertainment - A Ubisoft Studio)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: TBD

Audience Level: Intermediate

David will present technical challenges and solutions in the area of game server performance on Tom Clancy's The Division 2, with a focus on parallelization and multithreading. He will describe how the game code was structured to allow scaling the server simulation to different target machines, both cloud based and bare metal, and what processes were put in place to guarantee the best possible ability for the team to detect and debug issues as they came up. The talk will also touch on the use of automated testing as a means to ensure performance targets are being followed in production.

Takeaway

Attendees will leave this session with a detailed understanding of how the Tom Clancy's The Division 2 game server code was structured to scale across different environments, how we met our targets for stability, performance and uptime, and some practical solutions to encountered problems.

Intended Audience

Programmers interested in game system performance.