If you have 10 facilities, the WAN Accelerator is only 10% as effective as a point to point configuration, since it has to repeat the same data transfer 10 times. The capacity and effectiveness of the WAN Accelerator is effectively divided by the number of locations. However, limitations are incurred when the number of facilities needing data grows beyond two. These products help with the TCP limitations in rsync and other simple file transfer tools and while expensive, are useful in point to point configurations between two facilities. To overcome latency and packet loss issues inherent with transferring data over long distances, some companies deploy WAN Accelerators in every facility. WAN Optimization Tools (to Overcome Long & Latent Networks) ![]() Rsync is a point-to-point solution and operates over TCP which inherently limits the ability to scale and with poor error recovery is not ideal large-scale distribution over vast distances and many locations common to game development. With delta encoding, deduplication and the ability to detect changes and keep data in sync, this tool improves efficiency and manageability. To help with manageability and the lack of data awareness in the simple tools above, many teams turn to rsync. Unfortunately, all of these trends are unrelenting when it comes to modern game development, rendering these common tools obsolete. Further pressure mounts when the size of the build and/or the size of the team that needs access grows. Furthermore, these tools lack even basic data awareness and manageability functions, which means more work for DevOps to build and manage the scripts necessary to operate them.Īll of these challenges are exacerbated when the number of development centers and the distance between them grows. The client-server architecture suffers at scale and requires expensive infrastructure to overcome these limitations, or the result is again slow distribution times and limitations on concurrent access to reduce demand. As a transport protocol, TCP can be challenged when distances between development facilities grows or when connecting networks are not the best quality, both eventually leading to slow distribution times. All are based on TCP or rely on the client-server architecture. These simple tools are far from state of the art and most eventually prove inadequate and are not easily scalable. With this view, it is not surprising that early systems would be built using common and simple file transfer tools like FTP, scp, curl, wget and Robocopy. Simple File Transfer SolutionsĪt the atomic level, build distribution is simply moving large files from one location to another, over and over again. Then, at the end of this section, we’ll explore how Resilio Connect overcomes all hurdles, to deliver the most reliable & fastest file distribution solution, to streamline daily CI/CD workflows. To better understand the challenges modern DevOps teams are facing, it helps to first take a look at the existing solutions in common use, in the light of a real common scenario: Distributing Builds to 1000s of endpoints in multiple disperse locations. s the gaming experience becomes increasing richer, the size of the builds is growing by orders of magnitude. ![]() CI/CD practices mean that builds are distributed more frequently, stressing distribution systems and creating much greater data loads on key infrastructure. It is common for multiple teams to participate in the development process to be located in remote locations. Game development is changing in ways that make distribution of builds increasingly difficult. Now with Resilio’s breakthrough capabilities for the movement of large files, over existing infrastructure, the delivery of builds to development, test facilities, and global partner sites can be streamlined, keeping release schedules on-track, while saving time and money.Once the delivered build is local, the Resilio solution accelerates distribution inside each facility, delivering near instantaneous and concurrent access regardless of team or build size and without adding additional local bandwidth and infrastructure. They've reached the point where legacy systems and tools can no longer keep up to handle the content demands. The industry has reached the point where powerful new tools are needed to break these trends and enable publishers to release new titles to market faster.ĭue to the increased size of builds and the sprawling scale of modern dispersed development teams, the challenge for game developers and DevOps has never been greater. ![]() Game development times are getting longer, and R&D costs are growing faster than ever before.
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