Joined May 2024
3 Photos and videos
We're considering adding a sound that plays in the matchroom 1. When the connect info is ready 2. When the knife round begins If we did this, what sounds do you think we should play for each of these?
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With it defaulted on, that means most matches should have Cache as an option to play on. Do you think Cache could overtake Mirage & Dust2 for the most played map by tomorrow?
The updated version of Cache is now live on FACEIT. Cache is now selected by default in map preferences and can be deselected without needing to subscribe or change your other map bans.
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FACEIT Derek retweeted
The updated version of Cache is now live on FACEIT. Cache is now selected by default in map preferences and can be deselected without needing to subscribe or change your other map bans.
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FACEIT Derek retweeted
I wanted to take this opportunity to share some background information on what happened during the FACEIT outages over the last 2 days. My goal here is to provide more information about how the platform responded under record demand. I hope some of you find these insights interesting or can learn something from them for yourselves. I’m trying to bridge the gap between non-technical and technical folks, so some things might be too nuanced for some, while other things might be too high-level for others. On Wednesday, April 22, the amount of traffic to our website far exceeded even our highest forecast, especially so early in the day at 1PM CEST. Like most cloud native software companies, we have more servers provisioned than necessary, including auto-scaling mechanisms to handle traffic spikes. Yet, your enthusiasm for our platform outgrew even these generous buffers, making us push the upper safety auto-scaling threshold. As we recognized the increased traffic, our engineering team started to increase the ceiling of our auto-scaling configuration in terms of physical cloud limits and Kubernetes configuration, practically provisioning more web servers to handle the load. Unfortunately, we had already reached a critical point at which existing servers (Kubernetes Pods, for the techies here) were failing faster than new ones could spawn. What happened in this moment is that the extremely spikey traffic caused people to get errors, making them refresh continuously, which sent our servers into a death spiral that they couldn’t recover from without intervention. As we stabilized the website, the spike in players queuing up led to our Matchmaker falling behind, resulting in much longer than usual queue times. The surge of matches spawning furthermore led to our game server architecture not being able to scale quickly enough. Our game servers are run on so-called bare-metal servers, which are not virtual cloud servers but actual machines, guaranteeing the best performance and latency. Bare-metal machines take longer to provision and deploy into our fleet, and they also sometimes have supply issues. Last week, we put in orders that maxed out available capacity in some of our regions and are waiting on more deliveries. During this period, the fallback is cloud scaling to ensure players are not waiting 10 minutes for a server. However, this scaling mechanism was unable to keep up with the demand. Since Wednesday, we've had additional deliveries, increasing server numbers to an all time high. On Thursday, April 23, as a follow-up to Wednesday's surge, we greatly increased the horizontal scaling of our Matchmaker. However, as we hit peak hours, this extra load pushed our proportionately scaled matchmaking database to its limit. The Matchmaker is using a Redis database, which should be operated in an environment where 20% of memory capacity should be reserved for the system memory, so that it can perform crucial operations like cleaning up stale data while keeping the database performing normally. Given the increased amount of matchmaking capacity, we had to basically double the amount of memory allocated to said database. There was a change made to our configuration files about a year ago that tipped the ratio of Redis and system memory below the 20% threshold. This hidden bottleneck never caused an issue during normal operations, but under the extreme pressure of Season 8's launch and our newly expanded queues, the database stalled. Write requests began timing out, which caused a cascading failure across our game queues. We eventually managed to scale the database up further, while keeping already active matches from cancelling and the platform as a whole operational. The “issue” here is that a zero downtime scaling of such a system basically requires a new replica to spawn and replicate all data from the old instance before connections can be rerouted, which takes time and system resources. Once that scaling safely concluded, we fully restored the service. We are now auditing all of our database configurations to ensure similar resource imbalances are not hiding anywhere else, and reinforced the Matchmaking database with extra system memory headroom.
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FACEIT Derek retweeted
Season 8 launched this week and peaked at 12,459 concurrent matches, the highest volume in FACEIT history. Jan from our engineering team shared the technical context behind the platform and queue instability, and adjustments made to handle the increasing load this weekend.
I wanted to take this opportunity to share some background information on what happened during the FACEIT outages over the last 2 days. My goal here is to provide more information about how the platform responded under record demand. I hope some of you find these insights interesting or can learn something from them for yourselves. I’m trying to bridge the gap between non-technical and technical folks, so some things might be too nuanced for some, while other things might be too high-level for others. On Wednesday, April 22, the amount of traffic to our website far exceeded even our highest forecast, especially so early in the day at 1PM CEST. Like most cloud native software companies, we have more servers provisioned than necessary, including auto-scaling mechanisms to handle traffic spikes. Yet, your enthusiasm for our platform outgrew even these generous buffers, making us push the upper safety auto-scaling threshold. As we recognized the increased traffic, our engineering team started to increase the ceiling of our auto-scaling configuration in terms of physical cloud limits and Kubernetes configuration, practically provisioning more web servers to handle the load. Unfortunately, we had already reached a critical point at which existing servers (Kubernetes Pods, for the techies here) were failing faster than new ones could spawn. What happened in this moment is that the extremely spikey traffic caused people to get errors, making them refresh continuously, which sent our servers into a death spiral that they couldn’t recover from without intervention. As we stabilized the website, the spike in players queuing up led to our Matchmaker falling behind, resulting in much longer than usual queue times. The surge of matches spawning furthermore led to our game server architecture not being able to scale quickly enough. Our game servers are run on so-called bare-metal servers, which are not virtual cloud servers but actual machines, guaranteeing the best performance and latency. Bare-metal machines take longer to provision and deploy into our fleet, and they also sometimes have supply issues. Last week, we put in orders that maxed out available capacity in some of our regions and are waiting on more deliveries. During this period, the fallback is cloud scaling to ensure players are not waiting 10 minutes for a server. However, this scaling mechanism was unable to keep up with the demand. Since Wednesday, we've had additional deliveries, increasing server numbers to an all time high. On Thursday, April 23, as a follow-up to Wednesday's surge, we greatly increased the horizontal scaling of our Matchmaker. However, as we hit peak hours, this extra load pushed our proportionately scaled matchmaking database to its limit. The Matchmaker is using a Redis database, which should be operated in an environment where 20% of memory capacity should be reserved for the system memory, so that it can perform crucial operations like cleaning up stale data while keeping the database performing normally. Given the increased amount of matchmaking capacity, we had to basically double the amount of memory allocated to said database. There was a change made to our configuration files about a year ago that tipped the ratio of Redis and system memory below the 20% threshold. This hidden bottleneck never caused an issue during normal operations, but under the extreme pressure of Season 8's launch and our newly expanded queues, the database stalled. Write requests began timing out, which caused a cascading failure across our game queues. We eventually managed to scale the database up further, while keeping already active matches from cancelling and the platform as a whole operational. The “issue” here is that a zero downtime scaling of such a system basically requires a new replica to spawn and replicate all data from the old instance before connections can be rerouted, which takes time and system resources. Once that scaling safely concluded, we fully restored the service. We are now auditing all of our database configurations to ensure similar resource imbalances are not hiding anywhere else, and reinforced the Matchmaking database with extra system memory headroom.
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FACEIT Derek retweeted
The moment @FaceitDerek tells @Faceit_Mikey that Season 8 just broke every traffic record in FACEIT history 🚀 (and that our infra team is about to earn their stripes)
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We've pushed out an update to @FACEITcs Matchmaking to prefer matching parties who have Cache selected.
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FACEIT Derek retweeted
Season 8 of Matchmaking is live. Placements, FACEIT Rating, Cache, and Match Insights are now available. Play 10 matches to reveal your starting Elo. GLHF.
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FACEIT Derek retweeted
Absolutely crazy, awesome to see y'all queueing up! Hope you like the new release!
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FACEIT Derek retweeted
Can't wait for tomorrow! Our first Elo reset for all players, placement matches, Cache as an optional 8th map and so much more. The team has been working hard for weeks on all of that! Also our Frontend Design and Development team cooked some awesome visual redesigns that I have been using for some time now and I can't wait for everyone to see these!
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FACEIT Derek retweeted
Which map did pros want added to FACEIT matchmaking in Season 8? Now it's your turn to decide which map joins the pool, link below to vote.
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FACEIT Derek retweeted
olofmeister got really scared after being matched with ZywOo, m0NESY, donk, NiKo & YEKINDAR on FACEIT 😭 (via @olofmeister)
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FACEIT Derek retweeted
When Season 8 launches on April 22, every player will play 10 placement matches to determine their new Elo. Watch the video to see what this means for your grind.
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FACEIT Derek retweeted
Anubis 1 map ban while we have 8 maps

ALT Bros The Office GIF

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FACEIT Derek retweeted
Meet @D3ATHKeeper He won a trip to IEM Cologne but traded it for 150 League Passes to help support South African players. Read his full story: faceit.com/en/news/south-afr…
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FACEIT Derek retweeted
23 Dec 2025
We’ve updated the match accept screen to show which party members haven’t clicked ready, allowing follow-ups in voice chat. So far, this has reduced cancelled queues by 6.6% globally.
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Small feature we got in before the holidays. Not only can you yell at the friend to check-in, but you also can confirm your queue, region and party size before accepting.
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We've given the match accept popup a little overhaul, you can now shout at party members who haven't checked in for a match.
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FACEIT Derek retweeted
10 Dec 2025
We are looking for an experienced Software Engineer on the Matchmaking team. If you fit the profile (and as a bonus also play on FACEIT) apply now! eslfaceitgroup.com/career/jo… DMs are open for questions :) Feel free to retweet or forward to your friends!
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FACEIT Derek retweeted
5 Dec 2025
Your chance to give feedback right to the anti cheat and anti smurfing team!
How has everyone's experience on FACEIT been since the November updates? Send me your feedback, both positive and negative. Lots of improvements still rolling out to combat smurfing and cheating.
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