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Playstation and Kubernetes: How to solve a problem like real-time

Kubernetes can be a natural fit for hosting things like websites and APIs – but hosting something that requires sets of long-lived stable connections may not work as well in the shifting sands that is a Kubernetes cluster.

Realtime video game servers are one of these things, as a group of friends would not enjoy being booted out of their 30 minute match because the pod they were playing in got autoscaled. At PlayStation we’re trying to use an open source project, Agones, to run game servers in a Kubernetes cluster. We hope to get all the benefits that come with the Kubernetes ecosystem, without sacrificing the ability to provide great shared-world game experiences.

Joseph is a Senior DevOps Engineer working in Playstation’s centralised technology team. He’s been using Kubernetes to run production workloads for over 6 years and he enjoys trying to solve company wide problems in a simple but flexible way, building common tools and platforms to simplify and speed up development.

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