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Index/Engineering & DevTools/The CTO Podcast with Fexingo
The CTO Podcast with Fexingo artwork

How Figma's Multiplayer Engine Handles 100k Simultaneous Objects

The CTO Podcast with Fexingo · 2026-07-05 · 10 min

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Topics in this episode

crdt vs otfigma multiplayer architecturefigma vector enginereal-time collaboration performancefigma undo system

Episode notes

This episode dives into the real technical challenge behind Figma's multiplayer architecture: not just cursor sync, but handling over 100,000 simultaneous vector objects in a single file. Lucas and Luna unpack how Figma moved from a naive OT approach to a CRDT-based engine, why they chose WebSocket over WebRTC for state sync, and how they manage undo across hundreds of collaborators without breaking the canvas. They also discuss the hidden cost of 'live' collaboration - battery drain on laptops - and how Figma's team optimized message batching to cut CPU usage by 40%. Plus, a look at the tradeoffs between conflict-free replicated data types and operational transforms for real-time design tools. If you're building any collaborative software, this episode offers a concrete look at the engineering decisions behind a product used by millions. #Figma #CRDT #Multiplayer #RealTimeCollaboration #WebSocket #OperationalTransform #VectorGraphics #CanvasRendering #WebAssembly #BatteryOptimization #MessageBatching #StateSync #UndoHistory #FexingoBusiness #BusinessPodcast #TechnicalLeadership #EngineeringArchitecture #CTOPodcast Keep every episode free: buymeacoffee.com/fexingo

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