
How does PlayStation run real time at massive scale. I sat down with Bahar Pattarkine from PlayStation the team to unpack how they use Apache Flink across telemetry and player experiences.
What we covered:
-- Why they chose Flink and what problem it solved first
-- Running 15,000+ events per second, launch peaks, regional latency SLOs, and avoiding hot partitions across titles
-- Phasing the move from Kafka consumers to a unified Flink pipeline without double processing during cutover
-- How checkpointing and async I/O keep latency low during spikes or failures
-- Privacy controls and regional rules enforced in real time
-- What Flink simplified in their pipelines and the impact on cost and ops
#data #ai #streaming #Flink #Playstation #Ververica #realtimestreaming #theravitshow