Code Room
System designHard
Question
Design the session orchestration layer for a cloud-gaming (pixel-streaming) service that runs the actual game on a GPU server in a datacenter, encodes the rendered frames in real time, and streams them to the player's device while sending the player's inputs back upstream — all within a <60ms input-to-photon budget so the game feels responsive. You must place a player on a GPU instance near them, capacity-plan an expensive GPU fleet for spiky demand, encode game video with minimal latency, and handle the round-trip control loop.
What a strong answer looks like
Clarify scale and constraints first. Propose a clean component breakdown, then go deep on the hard parts — data model, bottlenecks, consistency, failure modes — and name the trade-offs you are making.
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