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From YouTube: Open Match Community Meeting August 2020
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A
A
All
right,
fine
agenda-wise,
it
was
pretty
it's
pretty
open,
so
I
don't
know
scott
john
caleb.
Anybody
has
anything
you
want
to
share.
B
I
can
certainly
share
the
happenings:
that's
been
going
on,
so,
let's
start
with
us
stuff,
that's
been
going
just
on
the
pr's
on
github,
we've
got
a
few
prs,
some
just
bug,
fixing
and
stuff
or
not
like
issue
fixing,
there's
not
really
any
major
bugs
that
we've
discovered
that
are
like
misbehaving
wrong.
We
need
to
fix
it,
but
there's
issues
with
the
code
and
though
they're
they're,
it's
being
cleaned
up.
The
really
notable
one
is
that
we
are
getting
prs
from.
It
appears
to
be.
B
From
the
wargaming
is
sending
prs
for
the
helm,
shirts
and
so
they're
they're
they've
they've
been
trying
to
refine
how
open
mesh
is
deployed
with
helm,
specifically,
the
the
first
pr
was
fixing
that
the
release
name
wasn't
used
in
the
resources
which
were
created,
which
prevented
them
from
running
multiple
ones
in
the
same
cluster
or
in
the
same
name,
space,
which
seems
to
be
how
like
typical
typical
for
when
you
deploy
something
with
helm.
B
So
they
fixed
that
there
is
a
side
effect
of
that,
which
is
the
service
names
will
change
because
they
were
not
consistent
with
that
rule.
However,
if
you
keep
your
values.yaml
the
same,
your
your
hostnames
will
override
those
values.
So
you
won't
change.
B
B
It
should
continue
working.
I
personally
tested
it,
but
that's
how
it
was
set
up.
So
that's
cool.
They
have
another
one
coming
here
about
home
package
versions
and
stuff,
and
we
have
a.
B
B
Or
no
okay,
let's
see
so.
As
far
as
on
issues
go,
we
have
had
some
discussions
and
we're
doing
a
better
job.
We're
gonna
be
bringing
these
discussions
into
the
community
a
little
bit
more.
So
every
other
week
we've
been
meeting
a
little
bit
with
envy
and
some
other
folks
and
discussing
the
the
big
ones
are
multi-tenancy
backfill
and
then
maybe
something
about
lobbies
and
parties
and
that
kind
of
stuff
those
are
all
in
issues
on
github,
so
we're
making
sure
they're
on
there.
B
And
if
you
are
in
the
group,
the
google
group,
you
will
see
a
new
invite
for
contributors
meeting
every
other
week.
I
was
gonna
edit
after
this
meeting
after
I
told
everyone
about
it,
so
those
are
some
exciting
things
happening
there.
I
don't
know
if
anybody
wants
to
comment
on
any
of
those.
D
Those
are
all
really
exciting.
They
are
all
really
exciting.
D
I
can
maybe
go
next
and
speak
about.
I
guess.
If
we
were
tasking
things
out,
I
would
have
gone
and
entertained
the
provability
of
the
solution
at
scale.
So
yeah,
it's
been
a
busy
last
couple
of
weeks
on
the
unity
side,
while
it's
not
raw
open
match
under
the
hood.
We're
doing
that
in
the
next
couple
weeks
we
have.
D
Our
solution
is
entirely
the
same
like
based
on
on
the
same
design
as
open
match,
and
we
had
a
challenge
recently
to
achieve
a
tier
of
scale
that
we
haven't
really
seen
in
the
wild
yet
on
this
design,
and
so
of
course,
fall
guys
launched
a
few
weeks
ago
and
they're
currently
running
on
this
this
design
and
we
scramble
to
basically
start
adding
things
that
open
match
has
like
master
slave
redis,
and
so
while
I
can't
talk,
of
course
about
like
numbers
or
anything
like
that,
I
think
something
just
came
out
on
on
twitter
today
from
from
psn.
D
It's
very,
it's
very,
very
possible,
very
reasonable
and
didn't
take
that
much
tuning
of
this
design
to
achieve
it,
and
so
in
terms
of
like
using
match,
functions
and
open
match
concerns
to
achieve
high
scale.
Throughput
you
know,
match
times
are
great
population
churn
is
great
bursting.
We've
learned
a
lot
about
bursting
that
we're
going
to
bring
back
to
openmatch.
D
We've
learned
a
lot
about
partitioning
and
scale
needs
that
we're
going
to
help
inform
into
the
open
match
issues
that
scott's
talking
about
so
right
now
we're
just
getting
the
breathing
room
to
now.
Come
back
to
this
room
to
to
start
putting
in
some
of
those
details
so
very
exciting
to
see
this
design
in
the
wild
succeeding
yeah.
It's.
D
D
I
guess
the
one
the
one
thing
I
would
caveat
to
that.
This
feels
like
the
right
form
to
do.
It
is
that,
while
there
were
some,
if
you
were
playing
the
game,
you
probably
saw
some
issues
related
to
like
matchmaking
and
server
downtime
not
related
to
the
design.
Here,
it
was
just
related
to
our
our
operation
of
the
service,
not
necessarily
to
to
the
open
match
design
itself.
B
Yeah
and
I'm
hoping
that
we're
gonna
get
out
of
this
a
lot
of
good
lessons
and
best
practices
and
hopefully
like
I
guess
this
is
a
request.
B
We
can
get
there
and
we'll
work
on
documenting
them,
and
then
everybody
will
benefit
from
that
and
have
more
confidence
going
into
working
on
their
game
that
they're
gonna
be
able
to
just
scale.
If
they
have,
you
know,
but
the
dream
is
happening
to
fall
guys
right
now.
So
if
the
dream
comes
true,
yeah.
D
Yeah,
it's
very
possible.
It
does
take
some
some
mental
hurdles
around
guidance
related
to
like
how
many
profiles
of
your
function
to
run
and
how
to
like
limit
what
the
functions
do.
We
went
through
a
lot
of
tuning
exercises,
sort
of
right
after
right
before
and
right
after
launch,
and
the
tuning
exercises
really
made
a
difference
in
terms
of
taking
a
game
from.
D
You
know
almost
doubling
what's
possible
and
it's
just
a
matter
of
how
you
load
up,
which
profiles
to
run
getting
some
of
that.
I
don't
know
if
it's
the
intelligence
or
just
the
tuning
guidance.
We
can
talk
about
that
and
whether
or
not
how
to
bake
those
into
open
match
so
that
everyone
doesn't
have
to
reinvent
those.
D
I
think
there's
a
lot
of
magic
in
this
kind
of
magic
part.
I
think
we
could.
We
could
develop
a
comprehensive
demystification
of
some
of
that
and
we're
happy
to
inform
on
that
once
we
again
once
we
get
a
little
breathing
room
here,
we're
about
a
week
away
from
it
and
then
we're
gonna
be
putting
some
more
folks
into
this
into
this
room.
D
Side,
so
in
terms
of
community
meeting,
this
is
a
good
opportunity
to
you.
Have
the
experts
in
the
room
so
ask
questions
about
matchmaking
all
up.
Ask
questions
about
the
open
match
roadmap
engineering
processes
ask
questions
about
how
to
get
involved
if
you're,
finding
this
online,
of
course,
like
just
go
ahead
and
join
the
the
open
match.
Slack
group
is
where
we're
currently
sitting.
We
have
users
and
development
channels
and
then,
of
course,
issues
is
kind
of
where
we're
putting
most
of
our
attention
and
effort.
D
So
any
issues
that
get
created
we
discuss
regularly,
but
in
this
forum
anything
goes
any
questions
whether
they
be
for
this
thing
in
the
wild
or
just
the
the
goals
of
the
project
in
general.
E
I
do
have
an
update.
I
was
trying
to
be
fancy
and
use
my
stream
deck
to
unmute
myself,
but
so
my
update
was
that
I
did
publish
a
a
sample
for
my
matchmaking,
the
skill
based
matchmaking,
it's
on
my
local
github
and
I'll
update
it
on
the
design
ticket
as
well
that
I
posted,
I
think,
it's
issue,
number
1200.
E
I
thought
I'd
stay
true
to
openmatch
docs
and
actually
build
up
the
skill-based
matchmaking
using
a
the
default
evaluator
and
a
custom
evaluator.
So
there'll
be
two
samples,
the
first
one
that
I
just
did
use
as
a
default
evaluator,
and
I
think
that
this
is
probably
the
best
approach
to
go
about
it
as
far
as
samples,
because
I
wanted
to
make
sure
that
if
someone
is,
you
know
traversing
our
docs
and
you
know
really
using
those
docs
to
actually
build
out
their
examples
that
we
have.
E
E
E
It
there's
nothing
stopping
me
from
doing
it
as
a
pr.
I
thought
that
actually,
I
should
probably
get
into
the
habit
of
doing
smaller
pr's
instead
of
trying
to
do
a
default
evaluator
and
a
custom
evaluator
at
the
same
time.
So
yes,
I'll
I'll,
submit
it
as
a
pr.
B
Okay,
when
you
do
a
pr
it
can
be
either
like
I,
I
really
want
this
in
or
this
is
a
draft
you
know,
I
don't
actually
want
it
in
yet,
but
like
I'm
working
on
it,
so
people
can
look
at
that
kind
of
stuff,
okay,
which
occasionally
happens,
but
if
you
do
send
a
draft
pr,
please
state
why
it
is
a
direct
pr.
Sometimes
I've
gotten
there
there's
been
a
few
pr's
that
have
come
on
on
open
match
that
were
draft
pr's
and
I
was
like,
but
why?
B
Why
is
this
drafting
not
just
actually
sending
but
yeah?
If
you
just
have
a
single
line
of
like
because
I'm
still
working
on
it
or
whatever
that
that's
totally
fine.
D
Okay,
there's
a
question
on
the
site
for
merrick.
Just
regarding
fall,
guys
in
open
match
just
to
clarify
fall,
guys
is
not
on
vanilla,
open
match,
you
can
think
of
it
as
they're
on
like
a
unity.
Flavor
that
has
just
is
like
a
legacy
thing.
We've
brought
forward
our
goal.
The
next
couple
sprints
is
to
migrate
to
to
vanilla,
so
that's
happening
in
the
next
two
sprints,
so
I'll
indicate
a
sort
of
like
we
did
it,
and
you
know
proof
is
in
the
pudding.
D
It's
there,
100
percent
back
to
this
community
and
meeting,
but
yeah
they're,
not
there
today
they're
on
a
design
that
is
the
exact
same
as
open
match,
there's
a
historical
reason
for
why
we
diverged
briefly,
basically
like
we
needed
to
go
a
little
faster
and
we
didn't
have
the
staffing
at
the
time.
D
But
now
we
do
so
we're
coming
back
and
that's
been
a
couple
months
of
progress
that
is
now
we
we
finally
have
the
the
internal
testing
and
metrics
necessary
to
know
about
the
performance
differences,
and
so
in
the
next
couple
of
weeks
we
should
see
some
pr's
from
from
our
side
that
are
those
performance
things.
D
We've
noticed
coming
back
into
the
open
match
core
so
like
in
our
scale,
testing
we've
gotten
to
you,
know:
175
000
tickets
per
minute
on
open
match
we're
seeing
numbers
about
half
that,
but
that's
just
because
we
haven't
spent
enough
time
tuning
and
adding
the
the
horizontal
scale
test
verification.
So
that's
what
we're
doing
over
the
next
two
sprints
so
hopefully
we'll
see
total
total
soup
to
nuts
proof
that
it's
the
same.
D
Yeah
yeah,
our
goal
is
to
convert
all
of
our
existing
infrastructure
to
open
match
in
the
next
month.
It
could
take
longer
than
that,
but
it's
yeah.
We
want
to
get
everyone
who
are
currently
hosting
across
the
board
and
just
in
terms
of
the
way
we
like
publish
our
like
who's
on
what
we
do
case
studies
on
unity.com.
D
So
there's
there's
a
fall
guys
case
study.
That
indicates
not.
We
want
to
do
a
deeper
dive
into
the
numbers
and
how
it
works
right.
Now,
it's
just
an
indication
that
they're
on
multi-plane
matchmaking.
So
when
we
get
the
conversion
through
we'll
also
talk
about
doing
the
the
full
case
study.
D
One
of
the
things
that
we
want
to
do
is
just
talk
directly
with.
We
want
to
get
the
case
study.
That's
like
the
full
case
study
and
not
the
sort
of
like
marketing,
spiel
type
version.
We
want
to
get
the
the
open
match
numbers,
and
some
of
that
is
ip
information
right.
So
that's
a
challenge
that
just
all
game
companies
have
in
general.
Is
you
build
common
infrastructure,
everyone
who
ships
on
it?
It's
like
their
information,
not
your
information,
so
we're
gonna,
we're
gonna.
D
Has
anyone
managed
to
go
full
of
gones
with
their
open
match
integrations
with
their
own
directors.
D
Okay,
I
was
just
asking:
what
do
you
mean
by
a
full
agonies,
so
we
have
two
open
source
projects.
One
is
server
hosting
and
one
is
match
creation
and
we're
kind
of
missing
that
layer
between
the
two,
which
is
like
game
server
sessions
that
enables
matches
to
have
states
and
for
game
servers.
To
be
the
connection
point
I
was
just
wondering
if
anyone's
started.
Any
projects
related
to
that
lobby
is
on
the
front
side
of
the
matchmaker
on
the
backside
of
matchmaker.
Usually
there's
a
sessions
concept
need.
Sometimes
you
need
it.
D
Sometimes
you
don't
kind
of
curious
if
anyone's
pursued
any
projects
or
seen
anything
out
there
like
that,
trying
to
solve
that
need.
B
D
B
Issue
that
I
mentioned
earlier
with
the
lobby
I
put
sessions
in
that
list
as
well:
oh
okay,
okay,.
F
D
Okay,
well,
I'm
sure
we'll
see
more
over
the
next
year.
I
think
we'll
see
things
like
lobby
start
to
take
on
some
life
front
side
of
matchmaking
connection,
point
to
server,
authoritative
player
presence
and
team
presence,
and
maybe,
as
a
part
of
that,
we'll
talk
about
sessions
as
the
backside
of
players
connected
to
which
games
type
of
logic,
very
cool,
very
exciting.
A
A
A
It's
definitely,
I
think
it's
I
was
thinking
like
you
know,
it's
the
kind
of
couch
co-op
experience,
but
it's
done
in
the
perfect
way
for
our
pandemic
world,
where
you
can't
actually
see
anyone.
So
it's
really,
you
know,
I'm
sure
they.
I
know
they
were
surprised
by
how
much
of
attention
it
got,
but
it's
perfect
for
our
our
times
where
you
can
play
with
friends,
but
it's
pretty
chill
and
it's
not
like
you
know
it's
easy
to
just
drop
and
pick
up
so
yeah.
C
B
But
yeah
I
know
I
I
played
fall
guys
a
little
bit.
It's
been
fun.
I've
also
been
completely
addicted
to
microsoft.
Flight
simulator,
when
that
yeah
that
looks.
D
D
A
I'm
just
not
sure
if
playing
it
would
be
good
for
my
fear
of
flying
or
not.
I
don't
know,
although
I
did
see
a
funny
tweet
where
someone
was
like.
You
know,
the
stewardess
comes
out
of
the
you
know,
cockpit
terror
on
her
face
it
was
like.
Has
anyone
played
fight
simulator
on
hard?
You
know
we
just
need
somebody
that
can
take
over.
F
Yeah
you
seen
economy
simulator.
F
No,
no,
this
came
up
from
my
twitter
feed
see
if
I
can
find
it
there's
a
game
that
simulates
you
sitting
in
economy.
Oh.
D
So
we
did
a
meet
my
friends
at
a
game
night
where
we
just
did
do
it
played
it
together,
yeah
yeah.
We
ended
up
full-on
kingdom
sci-fi
princess
peach
goes
back
in
time
and
kills
captain
falcon's
father
with
his
gun,
and
that
causes
a
thermonuclear
detonation
and
they
escape
through
the
looking
mirror
into
another
realm,
where
it's
just
sticks
and
stones,
and
that's
about
where
we
left
off
because
it
started
to
get
in
a
loop.
D
We
got
trapped
in
a
house
and
couldn't
escape
right,
but
yeah
that
it
was
what
a
weird
adventure
for
those
that
haven't
played
at
the
ai
rpg
is
it's
very
entertaining
for
about
an
hour
with
friends,
and
then
you
kind
of
have
to
restart
because
it
gets
stuck
every
once
in
a
while.
D
All
right:
well,
I
don't
have
anything
else.
Hopefully
we'll
have
something
more
for
for
next
time,
be
it's
more
product,
more
open
match,
proving
or
better
understanding
of
some
of
the
cool,
complex
scaling
issues
to
discuss
out
in
the
open.
D
A
Joining
and
like
caleb
said
if
you've
got
questions
or
you're
watching
a
recording
later
join
us
in
slack
and
all
the
good
stuff
and
nothing
else
we'll
see
y'all
again
in
september.