Customer Stories / Gaming

2024
株式会社ソニー・インタラクティブエンタテインメント

AWS Supports Sony Interactive Entertainment to Scale Its PlayStation™ Network Microservices to Serve Millions of Players

123 million accounts

PSN MAU (as of December 2023)

More than 50

Number of services developed/applied by Tokyo team

More than 200

Number of micro service components

400%

Rate of increase in annual deployment

One-tenth

Deployment lead time compared to before

Overview

Sony Interactive Entertainment is responsible for the PlayStation® brand and family of products and services, including PlayStation™ Network (PSN™).  The company first adopted Amazon Web Services (AWS) for PSN during the PS4™ console generation. It supported its network architecture by accelerating the shift to micro services, and now runs more than 50 services and an excess of 200 components on AWS for its latest console, PlayStation 5.

株式会社ソニー・インタラクティブエンタテインメント

Opportunity | Supported PlayStation Network Containerization Using Amazon ECS

Since launching the original PlayStation console in December 1994, Sony Interactive has continually evolved its systems from PlayStation 2 (PS2) , PlayStation 3 (PS3™) , PlayStation 4 (PS4) and its latest console PlayStation 5 (PS5™), which released in November 2020. In 2006, Sony Interactive launched the PlayStation Network (PSN) online service, delivering online multiplayer action, enabling communication between gamers and introducing other interactive features.

At of the end of December 2023, PSN’s monthly active users (MAU) number was approximately 123 million. PSN ran on an on-premises infrastructure when the service launched, but Sony Interactive adopted AWS before the release of PS4 in November 2013.

Yu Suefuji, Director, NPX Gaming Experience and Services Dept., Gaming SRE Section at Sony Interactive explains, “In addition to AWS offering a cost effective solution compared to that of data centers, we believed that it could also resolve issues such as forecasting capacity and planning. This removes the burden of operating in a data center.”

In addition, to deal with the challenge of the mixed environment with the on-premise PS3 generation system and the need to update its servers, Sony Interactive subsequently migrated the PS3 systems to AWS as well. It also migrated PS4 services from Amazon Elastic Compute Cloud (Amazon EC2) to containers based on Amazon Elastic Container Service (Amazon ECS), shifting to microservices and a cloud-native environment. Subsequently, a CI/CD environment was established, and a DevOps system was put in place.

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Especially with the launch of our groundbreaking PlayStation® 5 console, it was critical to the needs of PlayStation™ Network’s online services. While gaming platforms by nature invite unpredictable levels of traffic, by leveraging cloud-services,  we can scale our servers with a single command and enable AWS-managed services at ease.”

Yu Suefuji
Director, NPX Gaming Experience and Services Dept. Gaming SRE Section and NPX Platform Engineering Dept. Developer Experience Development Section, Sony Interactive Entertainment

Solution | Accelerating the Shift to Microservice Infrastructure with PS5

When developing services for PS5, Sony Interactive further accelerated its shift to microservices and serverless architecture. It adopted Amazon DynamoDB to improve database scalability, mainly utilizing Amazon ElastiCache for Redis as the cache layer. 

After the launch of PS5, Sony Interactive experienced a surge in processing asynchronous communication between microservices, such as asynchronous cache updates, linked resource updates, and user notifications. It built a virtual pipeline capable of Pub/Sub messaging that can communicate resource updates with AWS managed services such as Amazon Simple Notification Service (Amazon SNS), Amazon Simple Queue Service (Amazon SQS) and Amazon Kinesis.

Kohei Azuma, Staff System Architect, NPX Platform Engineering Dept., Service Platform Development Section, recalls, “By updating our own resources and sending notifications into a pipeline that usually required internal API processing updates, it was possible to establish distant relationships processed by receiving notifications on the linked side.”

With PS5, Sony Interactive shifted to a cloud-native architecture by building a submission system on AWS for its developers, an upgrade from how it used to run its submissions on-premises until PS4. The submission system requires processes such as the uploading and conversion of large-volume binary files and while it previously used other third-party high-speed data transfer software, it switched to AWS Transfer for SFTP with the launch of PS5.

Sony Interactive leverages AWS StepFunctions for workflow management between services and the linked operation of synchronous/asynchronous processing, while it runs Amazon SNS and Amazon SQS to link within company-internal systems.

Tsuneo Kasawa, Director, NPX Gaming Experience and Services Dept., Publishing System Development Section says, “Many of the binary files of games are larger than 100GB, and we needed to support exchanges among developers around the world. This is where we saw an advantage with leveraging mega cloud strength because it has globally segregated regions that can allow for the transfer of data at high speed.”

During the preparation for PS5’s launch, Sony Interactive needed to maintain and manage services designed for PS4 while developing new functions for the soon to be launched PS5. The company used AWS Infrastructure Event Management (AWS IEM) to prepare for a seamless launch specifically, by leveraging the expertise of AWS’s technical account manager (TAM) and solution architect (SA). The experts helped Sony Interactive secure its resources and flex capacity consumption limits based on information shared about service and architecture requirements.

“We requested capacity on a scale of several million in Amazon DynamoDB, and this was dealt with very smoothly by sharing the architecture and demand with TAM. Around the PS5 launch, Sony Interactive also engaged in close to real-time communication with TAM and SA. Particularly, TAM’s support and investigation immediately after the launch, when an unexpected load occurred in the Redis Cluster of Amazon ElastiCache with the certain service, enabled a smooth launch.” says Suefuji. 

Architecture

AWS323_SIE_ZU_0427_1

Outcome | Processing Several Hundred Thousand RPS Daily and Handling Event Spikes

Currently, PSN is composed of micro services and has development and operation teams in Tokyo, San Diego, San Francisco, and Los Angeles with each location flatly linked. Particularly, the PSN services developed and operated by the Tokyo team consist of more than 50 services for PS5 and in excess of 200 micro service components.

The team in Japan continuously enhances PS5 service functions, and there are almost 4X as many deployments in the production environment now as there were a year ago. Deployment lead time is also 10 percent of what it was previously.

Despite processing several hundred thousand RPS (requests per second) daily, large-scale events can spike 2 or 3 times in request increases within a few minutes. Prior to these spikes, Sony Interactive is able to obtain event information from third-party developers and can flexibly scale resources in advance through AWS cloud.

“Especially with the launch of PlayStation 5, our next-generation console, the needs of PlayStation Network’s online services transformed. While gaming platforms by nature invite unpredictable levels of traffic, by leveraging cloud-service specification,  we can scale our servers with a single command and enable AWS-managed services at ease.” says Suefuji.

Looking ahead, Sony Interactive aims to  to migrate its PSN platform to Amazon Elastic Kubernetes Service (Amazon EKS), which is standardized across all locations, including CI/CD. “Since we need to incorporate the unique requirements of each location in the foundation, we feel that Amazon EKS, with its high degree of freedom and flexibility, can meet the requirements of our business objective,” adds Suefuji.

As PS5 console continues to deliver a new generation of transformative play experiences together with the powerful and innovative online services through PSN,  Sony Interactive continues to push the boundaries of play. 

About Sony Interactive Entertainment

Sony Interactive Entertainment pushes the boundaries of entertainment and innovation, starting from the launch of the original PlayStation in Japan in 1994. Today, we continue to deliver innovative and thrilling experiences to a global audience through our PlayStation line of products and services that include generation-defining hardware, pioneering network services, and award-winning games. Headquartered in San Mateo, California, with global functions in California, London, and Tokyo, and game development studios around the world as part of PlayStation Studios, we believe that the power of play is borderless. Sony Interactive is a wholly owned subsidiary of Sony Group Corporation. 

"PlayStation”, “PS5”, “PS4”, “PS3”, and “PSN” are registered trademarks or trademarks of Sony Interactive Entertainment Inc.

末藤 悠 氏

Yu Suefuji

加澤 恒央 氏

Tsuneo Kasawa

東 康平 氏

Kohei Azuma

AWS Services Used

Amazon ECS

Amazon Elastic Container Service (Amazon ECS) is a fully managed container orchestration service that helps you to more efficiently deploy, manage, and scale containerized applications. 

Learn more »

Amazon DynamoDB

Amazon DynamoDB is a fully managed, serverless, key-value NoSQL database designed to run high-performance applications at any scale.

Learn more »

Amazon ElastiCache for Redis

Amazon ElastiCache for Redis is a blazing fast in-memory data store that provides sub-millisecond latency to power internet-scale real-time applications.

Learn more »

Amazon SNS

Amazon Simple Notification Service (Amazon SNS) sends notifications two ways, A2A and A2P. A2A provides high-throughput, push-based, many-to-many messaging between distributed systems, microservices, and event-driven serverless applications. 

Learn more »

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