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cloutiertylertoday at 3:35 PM1 replyview on HN

I am the author of OPs article (SpacetimeDB cofounder). These are all fair caveats/criticisms.

> The benchmarks are completely meaningless for that use case.

I wouldn't say completely meaningless, but it isn't a game benchmark that's true. We feel very comfortable that it's the most performant backend for persistent games though. We were trying to show it's also more performant for web use cases.

> 90% (or more) just waiting on timers to finish

This is not correct. It's mostly processing player movement transactions. We do about 50 million an hour.


Replies

Rohansitoday at 4:03 PM

> We feel very comfortable that it's the most performant backend for persistent games though.

Depends how persistent you really need it to be. If rolling back a few minutes is tolerable in exceptional scenarios then I disagree. It will be more performant to keep state in engine and snapshot whatever you need to save every few minutes. That's pretty much what most games do now.

> This is not correct. It's mostly processing player movement transactions. We do about 50 million an hour.

I said gameplay, not processing time.