![]() ![]() And next thing you know, we've scaled it to 1 million users for them, right, in real time. So all the creators have written this cool thing and I press the publish button. And again, this is all in the spirit of how do we take friction away from our creators. You're never worried about container or how do I manage compute, how do we scale the service. So in Roblox, you are never worried about something that looks like a database. But there's another layer in this infrastructure as well that I want to talk about which goes back to what was saying before, we have APIs and systems that make it far far easier to scale experience. So it's actually quite large, quite a large footprint. Why? Because we're talking about 3D interactive content at 60 frames per second, that edge presence is really important.Īnd right now, this gets us to like over 100,000 servers. But we have a real investment also in the edge. And that yes, we have what our core data centers look more like what you might find in AWS or GCP or a Microsoft Azure environment. So we are different from the way you might think of an AWS. It's a set of computing resources that our creators are leveraging, in many ways in a similar way to the way you might leverage a public cloud provider, except it's very specialized for delivering these interactive scenarios. But backing all this is what we like to think of as a 3D interactive cloud. So as you're all aware, we have about 66 million daily active users across the globe in a number of languages. There's another element to this behind the scenes which is kind of our scale. And it's not just studio but we have very rich and powerful back end that enable things that would normally be very hard to be done very easily again on the service of the idea that the easier we make things for creators, the more great content they'll produce, the more that will be attractive to users and that drives Roblox success. And we have a very large team that focuses on these tools. And we do that because giving great tools to our creators which enables them to create great experiences. Not shown here also is the entire coding environment that set up for both individuals and teams to be able to build and code in the system. You can see the ship, you can see the terrain. You can see fairly rich 3D manipulation techniques for building. So we have here kind of an animated screenshot out of Roblox studio. So with that, we have always invested in making creators lives easier, so they can create content better, faster with as low a skill level as is possible and is reasonable. All our content is created by the community. Roblox has always been focused on its creator community. ![]() So with that, I just want to talk a little bit about our creators because this is the back story to all of this. I have even one demo that's a little bit lengthy but it's about 3 minutes that I'll show you folks that's very, early concept but it helps illustrate where things are happening. I'm also going to touch a little bit on the history of AI and why we're having this discussion now and what's going on that have kind of led to now being the time we're having all this excitement as opposed to years from now or a few years ago.Īnd then I'm going to give you some examples of things we are doing and where we intend to go. I'm assuming most folks here kind of know what we do but I'm going to highlight the elements that I think are most material to where the technology can take us just so that we're all on the same page. ![]() We'll touch a little bit on some key elements about Roblox’s business. As I do this, there is first a fair amount of history to give context to where we're going because I think it makes it much more understandable both on where we're at, what we're doing today and where we will go in the future. What I'm going to take you through today is kind of the Roblox's view of where the - how and where the current trends and excitement around generative AI and large language models are impacting us. I'm the Chief Technology Officer at Roblox. And then after that, we'll move to an open Q&A. That should be visible both in the room and on the webcast. So I mean, as a programming note, the way that we're going to do this is Dan is going to run through a presentation. I am thrilled today to be joined by Dan Sturman and Mike Guthrie, the CTO and CFO of Roblox. My name is Matt Cost from the Morgan Stanley U.S. Thank you, everyone, in the room and on the webcast for joining us. Roblox Corporation ( NYSE: RBLX) AI Discussion with Morgan Stanley Conference Call J12:00 PM ETĪll right. ![]()
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