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Overwatch Gameplay Architecture and Netcode

31 videos recommended on HN
YouTube
16 HN users recommended this talk10 months2019–2025 score 13
Years with an HN recommendation, 2007–2026

HN treats it as the best real-world AAA example of ECS and game netcode, and cites it constantly in discussions of data-oriented design.

Blizzard's Timothy Ford explains in this 2017 GDC session how Overwatch uses an Entity Component System architecture for layered gameplay. He also covers its server-authoritative netcode with client-side prediction and how they keep the game responsive and fair.

“This Overwatch GDC talk is the best breakdown/example of data-oriented ECS in a AAA game that I know of” (HN, 2021)

6 strong recommendations · 10 recommendations · 4 citations · Talks · intermediate

20 Hacker News comments

From the HN archive; up to 20 kept per video, favoring different commenters. Recommendations first.

@DavidVoid May 2020 Strongly recommends
on HN thread PC games are fighting a new surge of cheaters and hackers
Overwatch allows none of that and seems to have some pretty well-designed netcode. Clients only send their controller inputs and the server has full authority of what actually happens. Blizzard's GDC talk about it is really good if you want an explanation of how to make a game feel responsive and fair without giving clients authority over everything [1]. Ofc this does not eliminate aimbot or wallhacks, but it gets rid of pretty much all other forms of cheating. [1] [this video] (Netcode talk starts at 22:22)
Explains server-authoritative netcode making games responsive and fair
@DecoPerson Sep 2020 Strongly recommends
on HN thread rg3d: Rust 3D game engine with an FPS demo game and scene editor
Read more
Entities are a collection of component instances and nothing more. Components in ECS are data-only. Systems in ECS are logic-only. If you follow this strictly, then you cannot support encapsulation or data-hiding. There is no sole definition of OOP, but it is widely accepted that the ability to do encapsulation, including data-hiding, is a key part of OOP. Therefore, ECS is not OOP. QED If you’ve not seen the Overwatch team’s talk in which they discuss ECS, I can highly recommend it as a good resource to learn about ECS: [this video] There may be models commonly used in those languages you mentioned that are similar to ECS, but you seem to be implying that ECS is a form of OOP; it is not. Even if you implemented OOP using Structs of Arrays, a thread per object, or whatever you like, you cannot strictly conform with ECS’s requirement that “components have no logic” while also strictly conforming with OOP’s requirement that “objects should not know about each others’ internals” (object hierarchy).
Good resource to learn about ECS from the Overwatch team
@nightski Jan 2021 Strongly recommends
on HN thread OO in Python is mostly pointless
There is a fantastic GDC video about Blizzard's use of ECS in Overwatch and how it made it far easier to understand the system due to all of the interacting subsystems. [this video]
How ECS made Overwatch's interacting subsystems easier to understand
@Bekwnn Jun 2021 Strongly recommends
on HN thread Data-oriented design or why you might shoot yourself in the foot with OOP (2009)
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> The components on the entity define not only it's data but also it's behavior by the set of systems that act on the corresponding components. And you can take these object definitions and inherit them to add additional behavior or change the existing behavior by adding more components to the new definition. This seems to miss what ECS actually is, unless you're just referring to the old-school way of doing entity components and not the data-oriented way. Data-oriented ECS way of doing things is to separate state and behaviour. Entity components essentially become structs where their only behaviour is potentially some getter/setter utilities. Behaviours are then state-less systems (just functions, essentially) which act on a set of components. For example, a PhysicsUpdateBehaviour might take in a RigidBodyComponent and a HealthComponent to perform a physics update and apply physics/fall based damage. The main benefit of ECS (imo) isn't even really performance. It makes code in complicated game projects much easier to manage by clarifying the game loop and by making it much more obvious how and when entity state is being modified. It's the kind of thing that potentially complicates a smaller project, but makes larger more complex projects easier to manage. This Overwatch GDC talk is the best breakdown/example of data-oriented ECS in a AAA game that I know of: [this video]
Best breakdown of data-oriented ECS in a AAA game
@adampk Sep 2021 Strongly recommends
on HN thread Unity patents ECS
[this video] "In this 2017 GDC session, Blizzard's Timothy Ford explains how Overwatch uses the Entity Component System (ECS) architecture to create a rich variety of layered gameplay." (My favorite resource to explain ECS + NetCode)
Favorite resource explaining ECS and netcode in Overwatch
@bcrosby95 Dec 2023 Strongly recommends
on HN thread I'm open-sourcing my game engine
There's an awesome talk by someone in the overwatch team in youtube. It's about ECS but it has a big section on networking that had some useful tips. Edit: here it is - [this video]
ECS talk with useful networking tips
@endgame Apr 2019 Recommends
on HN thread Correctness – A paradigm for sustainable software development
> running a simulation (what OOP was invented for) I used to believe that. I no longer do. Among other things, I watched this talk about Overwatch's architecture and it really seems like you have to go against your OO instincts to create larger simulations: [this video]
Shows why large simulations need to depart from OO instincts
@mtsr May 2020 Recommends
on HN thread EnTT: Gaming meets Modern C++
Since you generally want to keep a set number of time steps the commonly used data structure for this is a ring buffer. No garbage and all you do is increment the index (with wraparound) every step. Not a lot of technical details, but this video has a great general overview [this video]
General overview of Overwatch netcode, light on technical detail
@Mirioron May 2020 Recommends
on HN thread Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity Made Easy
Read more
The important two points are that the client must react immediately to a user's input, but at the same time the server has to have the authoritative game state. One way of doing that is that the server runs the authoritative simulation and the clients send input to the server, but the clients also run their own simulations. In some games the client will try to predict what the server will do. If there's a conflict with what the client simulates compared to the server then the client gets rolled back to the server's state. This usually happens when there's a second player that interferes in some way. Here is a talk by Timothy Ford about Overwatch's netcode (it's really fascinating): [this video]
Talk on Overwatch netcode and client prediction with server authority
@rcxdude Jul 2020 Recommends
on HN thread How do I design a game from scratch? A primer on core loops
Here's an interesting presentation on Overwatch's ECS system, though he doesn't go into great detail in terms of multithreading, he points out how the design makes it easy to identify what parts of the system can be safely run in parallel. [this video]
ECS design makes safely parallel parts of the system easy to identify
@nikki93 Sep 2020 Recommends
on HN thread An Introduction to Data Oriented Design with Rust
[this video] I think this talk on how an ECS actually reduced coupling in the case of Overwatch would be a good concrete real world example to look at. It enabled some architectural benefits for implementing replay cameras or for networking code in their game through actual reduced coupling between input ->commands and commands->simulation.
Concrete real-world example of ECS reducing coupling in Overwatch
@milesvp Feb 2021 Recommends
on HN thread Functorio
Read more
Your comment made me feel compelled to mention a Blizzard talk I came across recently on the ECS (Entity Component System) architecture they used for Overwatch. It looks suspiciously like a function first architecture in that they don't allow mixing of data and functions. I'm not sure how purely functional it is, but it certainly strikes me as the kind of architecture that Carmack would appreciate in dealing with complexities that lead him to a more functional programming style. This talk is 3 years after release, and includes all the hindsight they gained from that. Also, the parts talking about the netcode are quite amazing, and the precision of their predictors that they attribute to using ECS. [this video]
ECS architecture separating data and functions, plus impressive netcode prediction
@mathgladiator Feb 2021 Recommends
on HN thread The future of web software is HTML over WebSockets
This is a next step for my project as I'm trying to figure out how to generalize client side predictions in a sane way. Basically, I'm happy with my latency (for board games) which I hope to migrate closer to people as more edge compute offerings emerge. However, I'm wondering what the path is to find some of these ideas in more latency sensitive applications. The explanation for how the net-code behind Overwatch is a good explanation: [this video] and I'm just trying to figure out how to build the reactive tree in a way to support it sanely.
Good explanation of Overwatch netcode and client-side prediction
@Rd6n6 Sep 2021 Recommends
on HN thread Unity patents ECS
Isn’t there a ton of prior art? I’ve seen tech talks about ecs implementations for years. From the top of my head, here’s a great tech talk about overwatch. [this video] Here’s a tech talk by Bob Nystrom (the game programming patterns guy) that mentions ecs from years ago [link] Edit: letsInvalid in another thread above linked to an article from 2013: [link]
Example of ECS tech talk predating Unity's patent
@dkbrk Nov 2025 Recommends
on HN thread Trillions spent and big software projects are still failing
Have you seen the presentation from GDC 2017 on the architecture of Overwatch [0]? If you watch the video in detail -- stepping through frame-by-frame at some points -- it provides a nearly complete schematic of the game's architecture. That's probably why the video has since been made unlisted. [0]: [this video]
Nearly complete schematic of Overwatch's architecture when watched frame by frame

Citations, criticism and jokes

@setr Jan 2021 Cites it
on HN thread OO in Python is mostly pointless
It's definitely been around but I think Unity's (never-finishing) ECS + Rust gamedev community's focus on it has really spiked its popularity/interest lately. Otherwise pretty much every recommendation/engine is OOP-based, with a few straggling extensions/libraries for ECS here and there. No idea about usage in industry though, but it comes up randomly e.g blizzard: [this video]
Example of ECS used in industry by Blizzard
@pphysch Jul 2021 Cites it
on HN thread Open 3D Engine
I'm seeing Godot mentioned a lot: one major distinction between O3DE and Godot is that O3DE is "ECS-based" while Godot is "OOP-based" [1][2]. This makes little difference for the hobbyist gamedev, but it has ramifications for large projects with many interacting systems. Proper ECS architecture better supports the latter case [3]. [1] - [link] [2] - [link] [3] - [this video]
Cited as support that ECS suits large projects
@FrostKiwi Jul 2024 Cites it
on HN thread Flecs v4.0 Is Out
Flecs implements a relatively new programming paradigm "ECS". For context, here is a big budget project, Blizzard's Overwatch embracing ECS [1]. [1] [this video]
Example of big-budget project embracing ECS

Video list and Hacker News comment labels from HackerTube (prompted by @karpathy), released under ODC-By 1.0, built on the open-index/hacker-news archive. Hacker News data is provided by Y Combinator; comments remain the work of their authors. Video titles, channel names and thumbnails belong to their creators and are shown via YouTube. HackerTube Watch is an unofficial edition. Data export of 2026-10-31.

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