Earlier quoted context omitted.
It’s telling that every answer is “just deploy servers near your users.” One of YouTube’s most pivotal moments was when they saw their latency skyrocketed. They couldn’t figure out why. Until someone realized it was because their users, for the first time, were world wide. The Brazilians were causing their latency charts to go from a nice 1.5s average. Yet obviously that was a great thing, because of Brazilians want…
> It’s telling that every answer is “just deploy servers near your users.” This isn't the takeaway at all. The takeaway is we can match or beat SPAs that necessarily have to talk to the server anyway, which covers a massive class of applications. You'd deploy your SPA driven app close to users for the same reason you'd deploy your LiveView application, or your assets – reducing the speed of light distance provides be…
Then why do you start running forward instantly when you press “W” in counterstrike or quake? Why not just deploy servers closer to users?
Gamedev and webdev are more closely related than they seem. Now that webdev is getting closer, it might be good to take advantage of gamedev’s prior art in this domain.
There’s a reason us gamedevs go through the trouble. That pesky speed of light isn’t instant. Pressing “w” (or tapping a button) isn’t instant either, but it may as well be.