The Luminis eSports platform provides massively scalable infrastructure and functionality for organizing and running multiplayer eSports competitions and events.
The front-end of the eSports platform provides interfaces that Internet clients can interact with, either directly or through a load balancer; its prime functionality includes:
Although most platform services are accessed by external clients, it’s sometimes a requirement that a platform service may only be accessed by other portions of the owners’ online infrastructure, e.g. a non-exposed competitive player ranking service. Although such backend platform services typically lack an external network route and IP address, they follow the same design practices as frontend platform services. The backend part of the eSports platform is mainly defined by:
The eSports platform can be hosted on most leading Cloud infrastructures – a feature made possible by using the Luminis Cloud RTI. It supports deployments on multiple private or public Cloud infrastructures as well as on-premise deployments. This makes it possible to select the perfect deployment that meets the latency and throughput requirements.
Computer-based entertainment, ranging from videogames to simulations, have evolved over the past few decades into a booming business. The global gaming market is estimated to grow from US$108.9Bn in 2017 to US$137.9Bn in 2018 (Source: Newzoo). The pervasive availability of broadband Internet has been a key facilitator of this growth, but the recent phenomenon catalyzing the upswing has undoubtedly been the enormous popularity of multiplayer competitions. Online competitions can now be found in multiple forms, including session-based multiplayer matches, multiplayer virtual coaching, and professional competitive experiences.
Earlier manifestations of games and simulations were based on client-server computer architectures that required dedicated, on-premise or co-located servers. These were both expensive and had limited scalability and could therefore only be afforded by large studios and publishers. Next to the skills required to operate such an infrastructure, the load-profile required complex capacity planning without risking overspending on the infrastructure. The availability of today's Cloud-based computing resources, offers game developers and publishers of any size the ability to supply resources on demand, helping to avoid costly up-front investment and the risk of having an overly expensive or an inadequate infrastructure.