Real World Database Latency
fauna.com
Real World Database Latency
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Re: Real World Database Latency
#2What other methods does the community use for measuring distributed latency?
Re: Real World Database Latency
#3"There are three kinds of lies: lies, damned lies, and benchmarks." - Mark Twain What other methods does the community use for measuring distributed latency?
That's the intro from a 2007 paper from Google:
https://static.googleusercontent.com/media/research.google.c...
Re: Real World Database Latency
#4I've seen a number of database companies publish blog posts and put out tweets offering a competing point of view: that single-region is enough and multi-region doesn't matter. Would love to engage with that crowd here and get their perspective on the content in the blog post.
Re: Real World Database Latency
#5"There are three kinds of lies: lies, damned lies, and benchmarks." - Mark Twain What other methods does the community use for measuring distributed latency?
Leonard Henry Courtney, 1895
Re: Real World Database Latency
#61 second for writes and 400ms for reads? Looks like this has been going on for a week but there is nothing posted about it on the status page.
Re: Real World Database Latency
#7To add a bit of color from the author, the content in the article was informed by my experience building distributed systems at Microsoft, Amazon, and Riot Games. At Riot we sharded our playerbase for a number of reasons (including complexity of matchmaking), but we may have chosen a different approach if we had a service like Fauna that could push data closer to players at the edge. With centralized relational datab…
Re: Real World Database Latency
#8What's going on with the latency for the US region on the status page? https://status.fauna.com/#day 1 second for writes and 400ms for reads? Looks like this has been going on for a week but there is nothing posted about it on the status page.
Re: Real World Database Latency
#9To add a bit of color from the author, the content in the article was informed by my experience building distributed systems at Microsoft, Amazon, and Riot Games. At Riot we sharded our playerbase for a number of reasons (including complexity of matchmaking), but we may have chosen a different approach if we had a service like Fauna that could push data closer to players at the edge. With centralized relational datab…
Just clarifying - does this mean matchmaking for League had geographic affinity (for Valorant this is true I believe)? And was that driven by a desire to ensure tight matchmaking performance latency guarantees or in-game latency goals?