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I architected and implemented a true-realtime telemetry pipeline. The requirement was subsecond per-user aggregation and round-trip notification of thresholds exceeded. Took us a couple years, but when Halo 5 launched, we handled 2.5B events/hour without breaking a sweat (AMQP over Websockets). It's since been rolled out to multiple Microsoft 1st-party games.

The round-trip requirement was dropped before we launched, reducing the usage of the technology stack to pure telemetry gathering.

The analysts are all perfectly happy with 5-10 minute delays.

Link to my GDC talk, in case people are interested: https://www.youtube.com/watch?v=o098roxWAkA



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