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Unified Telemetry, Building an Infrastructure for Big Data in Games Development
During the development of Rainbow Six Siege, we built a unified infrastructure for metrics and perf capture to centralize collection, processing and storage of every info coming out from our engine and tools: logs, events, scopes, memory and performance captures, aggregated stats, per-frame sampled data, systems' snaphots, and so forth.
Unifying all these different information in a single system allowed for big-data analysis, resulting in extremely valuable insights into engine performance, tools usability and human processes.
Given the multi-site nature of development at Ubisoft, we designed the system to be completely scalable and be able to continuously record and process gigabytes of data, from every running instance of our game and editors, from all our studios involved across the world.
This talk will describe the overall architecture of the system, implementation details for the parts that we built internally, and discuss the third party solutions employed for storage and visualization.
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