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Adrian Astley (Tools & Infrastructure Engineer, Activision)
Location: Room 3005, West Hall
Date: Monday, March 21
Time: 9:30 am - 10:30 am
Pass Type: All Access Pass, Summits Pass - Get your pass now!
Topic: Programming
Format: Session
Viewing Experience: In-Person
Vault Recording: Video
Audience Level: No
Games and tools are big and only getting bigger. Games are expanding to be developed by multiple studios in potentially distant physical locations. In addition, the game data and assets are also growing. Thus, using a network file server to transfer data for both Continuous Testing servers as well as individual developers is no longer viable. This talk is a postmortem of a tool we created to manage data transfers in order to optimize for speed, space, and bandwidth. The talk will discuss the reasons for needing this tool, the architecture we ended up with, an analysis of how well it's working, and finally a discussion of all the issues / pitfalls we ran into while developing the tool and running it at scale.
Attendees will learn an approach for highly scalable and performant data transfer. Attendees will also learn some of the pitfalls of large scale file I/O as well as the curse of scale.
Programmers, producers, build engineers, and IT interested in data transfer and the pitfalls that you can run into for large-scale data data transfer / shared services.