We have recently heard from many customers that the Transit VPC architecture is hard to manage and troubleshoot. On one hand, there is the management of the third-party software at the hub and Amazon’s VGW from every spoke. On the other hand, there is the troubleshooting of multiple software, vendors, routing tables and lack of visibility overall. And on top of that, as cloud adoption increases, customer are now dealing with tens or hundreds of tunnels between all their VPCs, manual and complex solutions are not the right approach. This blog only discusses the hub and spoke architecture, the full mesh architecture…
Have you noticed that while cloud is all about infrastructure agility, the networking to the cloud is static and not agile at all. This means while it takes minutes to provision compute and storage in a VPC (virtual private cloud), it can take months to network to the same VPC. This is an impedance mismatch and often leads to performance issue, architectural challenges, slowdown in cloud projects and overall poor experience for hybrid cloud networking.
If your job is to build infrastructure for a gaming company, your priority is to keep the games up and running with great performance — making sure all event logs are properly setup, those logs are forwarded for analytics, and using scripting tools to manage new games as well as new software releases. And as such, networking in the cloud may be the last thing on your mind, indeed, cloud networking should become a substrate that you don’t have to worry about so you may focus your time on the real stuff, the games.
Where would you start? How do you build a cloud network for gaming? What is a good network architecture?