Just a day after Unity announced it would be laying off 1,800 employees as part of an ongoing “company reset”, it’s bei…

  • sugar_in_your_tea@sh.itjust.works
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    10 months ago

    Once you go from “lots of bandwidth” (i.e. more than a single server can handle) to “a whole ton of bandwidth,” you’re in the same general order of magnitude. Steam needs to respond to spikes in demand (new game launch, seasonal sale, etc), so they likely already have auto-scaling automated.

    Video is a bit different than static content because you can’t just point a user to another copy, you need to actually route the data in real time to be accessible from multiple locations simultaneously, but it’s the same general idea. If we want to look at something more similar, we can look at Peacock, which has 1000-2000 employees, but they also produce original content. If Peacock fired 500 employees, that would be 25-50% of the company, which would be absolutely massive and disrupt their normal operations. Twitch already let go ~400 employees last year.

    That said, it looks like this is ~35% of their workforce, so they probably had 1400-1500 employees, and now they’re around 1k. That still seems a bit high to me, but I don’t know how many of those are streamer support people (i.e. salespeople) vs technical roles. I’m guessing it’s related to shutting down in Korea, so I’m guessing that these reductions and last year’s reductions were because of expected growth in other regions, not servicing their current market.

    You are continuing to assume that you’re correct and smarter than a huge company with thousands of employees

    I said no such thing. I merely expressed surprise at such a huge number being dismissed and wondered what types of roles they could be.

    • Fushuan [he/him]
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      10 months ago

      The amount of continuous bandwidth required by twitch is way, way bigger than steam needs. Steams concurrent users are not using the download bandwidth, they are playing their already downloaded games whereas twitch’s users are continuously taking from it. Furthermore, twitch is free to access whereas steam users when they download something they usually already paid for it, so the efficiency model to be considered is again, different.

      I’m sorry to say that you really don’t know about the technicalities enough to determine if they are similar scale companies. And if you do, you are being intentionally wrong which I don’t think is the case.