We reached a concurrency of 90 people in one space last Friday, and we plan to keep trying to assemble as many people as…
On February 10th, we scaled a virtual reality server to 110 concurrent users. Here is how the deployment was achieved:
High Fidelity’s architecture allows a single domain to be distributed across a group of networked server…
Throughout the history of media capture and playback, we have looked for opportunities to save and return to…
This post provides details on the social features we developed prior to our launch on Steam Early Access and the work we’ve targeted based on our learnings since then.
High Fidelity development is broken down into ten priority areas. Ahead of adding…