@avantgame so the smaller the % of time, the less lag between event occurrence and perception in-game. 0% would be real time.
What does the ~10% number mean (I assume it is good)? MIT paper for reference: https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CEMQFjAB&url=http%3A%2F%2Fwww.mit.edu%2F~kepner%2Fpubs%2FHubbellKepner_2012_3DGame_Paper.pdf&ei=Gh0HUZCkCom7iwLWjIGACQ&usg=AFQjCNGOXvkvcYDVnN3g5qARmLW6Lm41qw&bvm=bv.41642243,d.cGE …
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@bscofield that is really helpful, thank you!
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@avantgame Last page, first para: "these times are small fraction of monitoring window". I guess they only need 1/10 of total time window -
@babellon2 thank you! Superhelpful
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@avantgame Implies they handle 50000 inputs.Probably a bit less, as overheads increase. Does any of this help? -
@arfisk I think so! Thank you :)
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@avantgame OpenNMS, Nagios poll all devices in network every e.g. 5 min; they can process and display in 10% of that time.Thanks. Twitter will use this to make your timeline better. UndoUndo
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@avantgame This is may be based on an SLA and/or on some formula that ensures they minimize/isolate issues effectively within a set time.Thanks. Twitter will use this to make your timeline better. UndoUndo
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@avantgame I found the full paper and read it. It refers to a network monitoring time window, the amount of time to scan for issues. 1/2Thanks. Twitter will use this to make your timeline better. UndoUndo
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@avantgame I *think* they’re expressing that the time it takes to update the game assets is ~10% of the monitoring interval ...Thanks. Twitter will use this to make your timeline better. UndoUndo
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@avantgame DM me re: MIT paper; the 10% number is relative to achieving SA with traditional toolsThanks. Twitter will use this to make your timeline better. UndoUndo
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@avantgame I believe it refers to the amount of time they have to respond to an anomaly.Thanks. Twitter will use this to make your timeline better. UndoUndo
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@avantgame Wow, ask and ye shall receive, eh, Jane?#twitterfanbase#kaboomThanks. Twitter will use this to make your timeline better. UndoUndo
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@avantgame Reading the full abstract, they're centralizing network monitoring to a Unity3D game server, which cut the network traffic by 90%Thanks. Twitter will use this to make your timeline better. UndoUndo
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@avantgame I mistrust supposition, so: http://en.wikipedia.org/wiki/Tilde#Mathematics …. Perhaps 5,000 assets in within 10% of window time? (In approx. equal 10% nwt.)Thanks. Twitter will use this to make your timeline better. UndoUndo
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@avantgame Hard to tell exactly, but seems to implying that it their system is 10x faster/more efficient than current solutions.Thanks. Twitter will use this to make your timeline better. UndoUndo
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@avantgame So, data from 5000 inputs can be received and processed in 10% of the time available before next sweep...Thanks. Twitter will use this to make your timeline better. UndoUndo
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@avantgame I think they're referring to real time monitoring and the bandwidth needed.... ctd.Thanks. Twitter will use this to make your timeline better. UndoUndo
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@avantgame looks like it means they would be able to display about 50,000 “assets” in the total allotted time on their network...Thanks. Twitter will use this to make your timeline better. UndoUndo
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@avantgame it's common to have a throughput or response-time SLA that systems are evaluated on. for example, 100ms for an API response.Thanks. Twitter will use this to make your timeline better. UndoUndo
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