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Pokemon GO took just two hours to be over capacity following launch

Posted on March 3, 2017 by (@NE_Brian) in Mobile, News

Pokemon GO experienced significant issues at launch. During the game’s first few days, the game had major connection problems. We knew that the huge influx of players was putting a strain on Pokemon GO’s servers, but now we have a better idea as to how much.

Niantic director of software engineering Ed Wu said during a GDC presentation that Niantic came up with anticipated network traffic based on the player base and the growth curve for other popular mobile games. That was in addition to a “ludicrous” estimate of five times that number. It wasn’t enough though, as Niantic exceeded its network traffic estimates for the entire world just a few hours after Pokemon GO launched in Australia and New Zealand alone.

Wu said:

“We knew that we had something special on our hands when we nearly exceeded our peak worldwide capacity — the expected number — in a couple of hours and were trending well on the way towards that five times, ‘ludicrous’ number on what we thought would be less than five percent of our total world-wide … install base in. That was the point at which I called in the cavalry … at Google.”

According to Wu, Pokemon GO’s peak traffic was roughly 50 times more than they had initially estimated.

Source

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