~/talk

Monitoring Performance on Massive Games.

Talkat GCAP 2019 · 2019-10-07..10-09· [web-performance]
slides:none on file

Live game telemetry moves from average FPS to ms per frame and per-frame breakdowns; each client writes an RPD-style subframe log that compresses from ~1–2 MB to a few hundred bytes for upload. Analytics pipeline (event collectors → Databricks → Tableau, quick JS/Plotly inspection) uses CPU/GPU bucketing (example 8k–9k PassMark bucket) to cut noise, finds real shifts (a 2 ms stall fix shows ~1.9 ms improvement), and exposes hotspots like particle simulation parallelism and region-specific hardware variance. Sample sizes of ~500+ reduce noise.

AI-written summary · about

  1. 0:00Start
  2. 2:26(New) Game Dev Lifecycle
  3. 10:50A closer look at patch transitions..
  4. 14:42Filtering by CPU looks like a good option
  5. 19:03What about per frame perf data?
  6. 21:12Riot Profile Data File
  7. 22:53Performance Trends From RPD Data
  8. 23:30Collect the RPD data
  9. 23:51Plots for the RPD data
  10. 24:53Post Process RPD Data
  11. 25:26Histogram of Game Length
  12. 26:52Game length vs Frame Time
  13. 31:28Make it EASY
  14. 31:57Live games change
  15. 32:18Ensure Measured Metrics are
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