[Music]
so uh cool doors are being closed hello
folks good afternoon welcome back from
lunch um I'm Justin one of the
co-founder of ltis um some people know
ltis as the company that started mud um
and then later the company that launched
Redstone chain in other words what we've
been doing is building infrastructure
for autonomous worlds um but as you
might have seen from alvarus opening
talk this morning we actually started
off by building our an onchain gain
ourselves about like two years ago uh I
was personally fascinated by the idea of
building multiplayer games on the world
computer following the footsteps of gbep
in Dark Forest we're super interested in
the IDE of ethereum as a computer that
know single party controls that allows
immutable physics and roles that enbl
massive Valuable Player based economy
and has an open code based in API by
default for anyone to extend
and while these properties are pretty
damn magical um the computer also had
some significant downsides first it had
no development framework there is no
Ruby un rails no Unity no Unreal Engine
and so that's why we basically build mud
from the ground up to make it possible
to develop onent games in the first
place without spending two two like two
years like dark firstes to get like a
few a few few features up we were hoping
to see the next 10 dark firstest emerge
from this work and the amount of
projects that we're demoing this morning
is a Testament to the success of these
thesis so second the issue with the the
word computer is it cost a ton of money
to run um I actually dark frest was
first running on robone test net and
then they broke the test net and then
they moved to U noses chain formerly
called XI uh because running on Main it
was not possible and this was before l2s
and so running any decently complex game
would cost you hundreds of dollars every
day even with blobs basically so the
second large infrastructure project we
we we we worked on is building Redstone
and the underlying LDA and op plasma
protocol with the op stack team um in
order to reduce cost dramatically
without impacting the guarantee of the
world computer too significantly and so
with these two upgrades we saw the
design space open up like massively many
many games are being worked on as you
have seen in demos this morning this is
a snapshot of of the logos of the people
that presented so far but a computer
still lacks some pretty significant
capabilities um and we've been kind of
thinking what further improve movements
can we make to the computer to benefit
all of these existing projects and
further up open up the design space and
I mean we have some leads on what needs
to be fixed next so first the computer
is still slow as hell um actions are
being confirmed after two plus second
delays on most l2s and half a second on
the lowest latency ones like this is
about as close as you can get and even
then with all this the other kinds of
overhead from tools usually reach like
1.5 seconds to 2 seconds the second
biggest issue is creating an account is
also like extreme extremely complicated
you thought going to the game store and
buying World of Warcraft and putting
your CD key in was hard we found
something harder so after you create an
account on the world computer you have
to like add money to it and because
otherwise you can't make further actions
it's a whole issue and there's a bunch
of people working on that uh we're not
saying we're the only one doing this but
it has been difficult to find Integrated
Solutions that don't bring other kinds
of problem when you start adding this
stuff up um and so earlier today uh you
know already if you're too online cuz we
tweeted about it if you don't know about
it I'm I'm proud of you guys for not
spending all of your time on on on
Twitter we announced Quarry which is an
upgrade to the computer that tackled
both of these issues so the biggest
thing from qu is we basically decreased
the latency 99% from the now to Common
2C block time to as low as 7
milliseconds we also made it possible to
have oneclick Pass Key enabled account
Creation with sponsored gas so behind
this mumbo jumbo what this means is your
players can just start playing
immediately and then on board
progressively um and in order to show
you uh cuz we hate the of like just
build a bunch of infrastructure and hope
people are going to be able to make
sense of what you've put together we
actually spend a lot of time building a
bunch of demos so um the first one is
Doom we'll see if that
plays there we go so this is um Doom
specifically chocolate Doom a fork of
chocolate doom and it's running on
Quarry um so this runs at about like 35
FPS because of the net code of Doom
transactions are sent to um quarry
confirm in about like 7 to 15
milliseconds come back and reflect the
state update on each client so this is
running in real time there are no tricks
there are no like optimistic updates or
like a lot of client code to make this
work this is basically just Doom with
like a little bit of mud State
synchronization on top um and some
interesting things to point here is
every second each client is sending 35
transactions so inputs and state update
to the chain from which the other
clients receive the information to
synchronize what's shown on the clients
and because of the way Doom was written
which is very poorly I mean we we
forgive them they're the first kind of
like multiplayer firstperson shooter um
it's before any modern net code
implementation so there's no uh
predictive net code there's no roll back
so any little amount of latency gets
reflected immediately because the whole
game freezes so as we've been optimizing
quiry of the last two months Doom became
kind of our Benchmark there was a
notorious problem where every two second
there would be a little blip that we
didn't catch when we were working on
Quarry but that was like pretty
significant when playing Doom so yeah it
has been great to to kind of use that as
a as a target for hey if we can run doom
and Quarry then we can run anything we
want
um the second demo I have um if it plays
yes is move the fly so move the fly oh
no no don't spoil it okay uh move the
fly is um a game where you can either
move a fly or you can move a frog frogs
eat flies flies don't eat anything they
just get eaten um and you can start
playing move the fly by pulling out your
phone um either doing face ID if you're
on an iPhone or um the Android web with
and protocol and you can just like get
into the game immediately with a smart
account wallet and play with the same
kind of latency as Doom so this same
thing this doesn't have any optimistic
update this basically plays like a web
to iio game you know um and in order to
build this we pulled out the normal mud
template and we added like two three
lines of code to connect it to query um
and one last thing I want to show you
folks is this which is basically
fortnite so uh we took the codebase from
opcraft uh we added guns and walls um
alvaris who is the worst person on
making names at the company called it m
shoot we all hate it it's such a stupid
name but it's called M shoot um
and there's a lot of interesting things
in this game so first all the physics is
on chain so jumps movement Etc Ray
casting as well so you can't just like
declare hey I'm hitting that player
there's actually like a full Ray cast
happening on it and all of this just
runs same thing without tricks when we
built opcraft you actually had a lot of
tricks to make it feel good doesn't have
any tricks because oh we just like
removed a ton of code so these are the
three demos we have uh you'll be able to
try them at the gaming corner at at 3
p.m. I think later today now I want to
talk a little bit about like how we made
this so um common across the three
projects is the need for low latency
without sacrificing on boarding so we'll
talk about how that works so this is um
a traditional block building algorithm
so transactions come into the men pool
they get ordered right before the
payload gets built by the consensus node
and then people get their confirmation
if the trans action l in the blocks
after about 2 seconds the way query
works is the block building algorithm
does not span 2 seconds it operates on
much smaller micro batches and so you
stream the block as it's being created
we're not creating the blocks every 17
milliseconds that would be really silly
because it would overwhelm different
kind of infrastructure like block
explorers wallets Etc you would also
spend most of your time Computing Merkle
Roots which is the very expensive action
one putting together a block so the
blocks get streamed to you as you play
um and you and because we don't actually
need things like the block hash in order
to reflect a state update in the game
you don't actually need to wait for the
full block to be built to to be able to
see what happen and this does not like
introduce any additional kind of like
security assumptions in a rollup the way
rollups work with centralized sequencer
is basically there's a window of time of
about 20 minutes where the sequencer has
s authority over how how the blocks get
built so this is not this does not add
essentially like any guarantees at all
sorry any assumption at all to the whole
system um so the hot path of query which
is users sending a transaction adding
into the bending block and getting a
stream update happens in about 7
millisecs so we were able to do this by
essentially rebuilding the whole stack
so we rebuilt the load balancer we built
a custom block Builder on top of the ref
model architecture from The Ref team and
we also rebuild our indexer so
everything is very tightly optimized uh
we also spend a lot of time on the
networking and you can see that as these
spending transactions get streamed back
to the users an actual block is being
built build and then send back to other
kinds of infrastructure whether they're
block Explorer or or other periphery um
the other interesting thing is most
tooling outside out there for like stuff
like ERC 437 and on boarding actually
creates a lot of latency because it's
just another part of the hot path if you
want to send a 437 user operation and
you have to go through a bundler even if
you have fast block time you end up
spending like 1 to 1.5 seconds doing
that so we built a bundler and an pain
Master inside query itself so the 7 Mill
second Loop Remains the Same um even if
you use these kind of onboarding
features so it's pretty neat because you
can have something like move the fly
where you basically scan your face it's
a bit dystopian but you scan your face
you become a fly and you can move the
fly around and do all of that stuff by
using like everything you would expect
if you're a developer like I want to
have my users like log in with an email
and I want to be able to like sponsor
their gas and all that you can do all of
that with query without um increasing
additional uh latency so the way this
works from a networking perspective is
we have built um kind of like a a a
series of edge regions on bare metal
with servers all around the world where
we have copies of the state that get
synchronized with the central sequencer
and copies of yo or block Builder So
currently the thing that's live is a
single wire so chain so there's a single
place in the world where things get
built um over 2025 we want to build a
system we have already started working
on it but it's not really yet where the
state of a mud world can be partitioned
into different geographical location
such that you can have different matches
as an example of Sky strive or of
different regions of biomes where the
computer doing the ordering can be in
Asia North America Etc because even if
we have 7 millisecond latency you still
have the pay the cost of light sadly we
have not worked on that yet we'll
probably do that later um so yeah we we
hope that this both benefit existing Mud
Games and significantly expand the
design space of Onan games and worlds
it's basically put plug and play you
just have to add five lines of code to
your system so I had some biome shell
but I will I will skip it sorry guys um
so that's it for me today to learn more
you can scan this QR code or go to this
link l xquery it's available on devet
basically starting now uh you can
already build on it and at 3:30 p.m. at
the gaming Corner we'll have a doom
tournament so thank
[Applause]
you all right we have three minutes for
questions apparently let's just stay
here oh man okay right if you have
question the MC so I can't MC myself so
about flow if you have a question you
can either scan this QR code or um if
people have a question also they can
just raise their hand then I can run and
give yo uh if I'm doing local
development can I run quar like this
whole system locally or do I I have to
do it on devet at all all times yeah
currently yes so you can put envil in
automine but actually funny enough envil
automine is
slower than query so yes we don't have
great de local development environment
yet but we'll probably work on this next
because this is a distribut system it's
kind of a pain to run
yourself all right we have another
question here from somebody in the
audience what about Doom logic is it
being validated on mod great question so
out of the three demos you've seen um
the Doom demo only uses query for event
relaying so what we do is we take key
strokes from Doom which is how the P2P
Network the P2P protocol of Doom works
and we relate through a single m table
we actually attempted to rebuild all of
Doom in mud but there were so many like
weird problems because John
karmac is insane that we kind of like
gave up and that's where we built M
Shoot actually so M shoot runs fully
inside mud it's not just using mud for
event kind of like coordination but for
the Doom demo specifically we only use
it for sending events around mostly As A
Benchmark for latency next question is
what is
wsaw wiaw is a Blog Builder the reason
it's called wiaw it's because we have um
our internal theme for names is uh blue
color workers so we have Quarry warso
Redstone rolite so it's out Stone stuff
to cut stones with or things related to
Stones next question please people in
the audience really want to know how
your last name is pronounced my last
name is it's kind of funny because it
says is it pronounced glibert or glibert
it's pronounced gibert so you were
right nice can you expand more on the
features around gas sponsorship yeah so
the way it works is we have a p Master
that's part of query that that like gets
evaluated within the sequencer and so
this uh pay Master exposes rules you can
tap into as a game developer saying like
I don't like users can get their first
20 actions spored by the game developer
or under these certain conditions so you
kind of have like a whole system you can
tap into to have flexible
sponsoring all right I don't see any new
questions on here if you have another
question you can also raise your hand
real quick and I can hand you the
mic all the way back okay somebody else
is running
hello have you tested how many players
can it support on this update yeah so
the bottleneck currently I mean it will
always be the bottleneck is the size of
your blocks so query doesn't really add
like the the query doesn't really have
currently doesn't get Bott by stuff like
CPU on RAM if you use good enough
machines the issue becomes how big big
your blocks are so as example if you
have transactions that have that
consumes a tiny amount of gas you can
actually put a lot of players if you
have actions that use a ton of gas you
end up being bottlenecked by block size
so it really depends on what you're
doing but I mean I'd say you can
probably have like depending on what you
do you probably can probably get like
200 concurrent players per chain
probably like doing actions all at the
same time all the time in a hot Loop
that's is pretty cool but for Doom
specifically it's not the case like Doom
is just a beast of a demo and I you
can't get to 200 players
all right another question that we have
is can we use non-m networks underneath
no uh because we have not built that
like this whole thing is deeply
integrated in the way ethereum works all
the way from the clients to the
sponsorship to the block building Etc so
no cool all right somebody's asking will
we be able to use pods with quy
absolutely so pods uh which stands for
provable object data uh also known as
frogs all of your frogs are pods pods or
frog are not pods but all pods are
actually some pods are frogs and some
frogs are pods it's not an exact mapping
but yes you'll be able to bring pods on
chain and and and settle them because
spots can be verified in
evm all right and I don't see any more
questions here we have 30 seconds if
somebody wants to raise a super quick
inperson question but I think we're good
all right well thanks again