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Halo 4: High Demand with Low Latency and High Availability

Halo 4: High Demand with Low Latency and High Availability

Halo 4 is a first-person shooter on the Xbox 360, with fast-paced, competitive gameplay. To complement the code on disc, a set of services were developed and deployed in Azure to store player statistics, display player presence information, deliver daily challenges, modify playlists, catch cheaters and more. These services need to support high demand, with low latency and high availability.
Prior Halo games had services built on physical machines and utilized a SQL database for storage For Halo 4, 343 Industries built and deployed a new set of services built on Azure, and Project Orleans, Distributed Virtual Actors for Programmability and Scalability, to solve our scale and performance problems. In this session, we will discuss some of the challenges faced while building these services, and how Azure and Project Orleans were utilized.

Caitie McCaffrey

September 25, 2014
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  1. Halo:CE - 6.43 million Halo 2 - 8.49 million Halo

    3 - 11.87 million Halo 3: ODST - 6.22 million Halo Reach - 9.52 million
  2. Orleans “Orleans is a runtime and programming model for building

    distributed systems, based on the actor model” eXtreme Computing Group at Microsoft Research
  3. “Orleans applications run at very high CPU Utilization. We have

    run load tests with full saturation … at 90%+ CPU utilization without any instability.”