SlideShare a Scribd company logo
How data rule the worldKristoffer Benjaminsson CTO
Easy?Easy is a studio within EA Games that do free to play gamesOriginates from DICE3 live titlesBattlefield HeroesBattleforgeLord of Ultima
Trailer
Telemetry - Wikipedia” Telemetry (synonymous with telematics) is a technology that allows remote measurement and reporting of information. The word is derived from Greek roots tele = remote, and metron = measure.”
Telemetry - EasyData that helps us make decisions to provide a better service for our playersProvides answers to specific questionsMultiple sourcesFinancial dataGame statisticsWeb behaviour dataGame telemetryVertical slice of the player population
Why bother?We prefer to know what is going on instead of guessingWe can measure results from actionsData do not (usually) lieForums not representative Less than 20% read forum postsLess than 5% post in forums
Game telemetry examplesLatency dataPunkbuster kicksMatchmakingTime to levelHardware profilesPlay time
ArchitectureGame ClientMagmaDBReportingGame Server
ImplementationTelemetryManager sends data to our backend for database storageHooks in the game code collects dataHooks are records packed as name value pairsEach record will create its own table in the databaseAll telemtry includes a common identifer so we can cross reference data between telemetry hooks
Example recordclass PingRecord : public ITelemetryRecord{public:PingRecord(const std::string& clientIp, const std::string& serverIp, int ping, const 	std::string& dataCenter, const std::string& community);public:	virtual boolhasType( inttypeId ) const { return typeId == RTPing; }	virtual bool assimilate( const ITelemetryRecord* other ) { return false; }	virtual IDataCollector::DataRef buildData() const;private:	std::string m_clientIp;	std::string m_serverIp;	int m_ping;	std::string m_dataCenter;	std::string m_community;};
Example usageplayer->addTelemetry(new backend::telemetry::PingRecord(clientIp,  serverAddressAndPort, 				  conn->getAveragePing(), 				  serverSettings->getProdDataCenter(), 				  serverSettings->getServerCommunity()));
Real life examples
High latency - before
Why were people in Europe being matchmade to Australia and North America?
High latency - after
How did we do it?Generated an HTML pageGeoIP CityA bit of C#Google Maps APITelemetry dataA bit of SQL
Example page<html>    <head>        <meta name="viewport" content="initial-scale=1.0, user-scalable=no" />        <script type="text/javascript" src="http://maps.google.com/maps/api/js?sensor=false"></script>        <script type="text/javascript">        function initialize()        {            var latlng = new google.maps.LatLng(45.5735931396484, 12.1060943603516);            var myOptions =                {                zoom: 2,                center: latlng,                mapTypeId: google.maps.MapTypeId.ROADMAP                };            var map = new google.maps.Map(document.getElementById("map_canvas"), myOptions);            var marker = null;            var coords = null;            var path = null;            marker = new google.maps.Marker({ position: new google.maps.LatLng(59.433, 24.728), map: map, title:"gva, 62.65.243.167" , icon: "client.png" });            marker = new google.maps.Marker({ position: new google.maps.LatLng(52.350, 4.916), map: map, title:"gva" , icon: "server.png" });            coords = [new google.maps.LatLng(59.433, 24.7283), new google.maps.LatLng(52.350, 4.916)];            path = new google.maps.Polyline({ path: coords, strokeColor: "#ff0000", strokeOpcaity: 0.5, strokeWeight: 1});            path.setMap(map);        }        </script>    </head>    <body onload="initialize()">        <div id="map_canvas" style="width: 100%; height: 100%"></div>    </body></html>
Google Maps
Punkbuster - before
Punkbuster - after
How did we do it?Microsoft SQL Server 2008: Reporting ServicesStandard BI toolEasy to create charts and tablesUpdates on a daily basis
During development
AssertsWe collect all asserts fromboth client and serverWe differentiate between content asserts and code assertsWe have leaderboards and summariesTop 10 assertsTotal content/code asserts per branchProvides guidance to what we need to fix
FragalyzerLevel design helper toolCollects information about how a map is playedKill positionKilled from positionPlayer/Vehicle movementEtcCurrently collected locally on a game server
SummaryTelemetry is awesome!Collect data to answer specific queriesBuild a flexible system to make it super easy to add new telemetry hooksChose the right reporting tools to mine and report on the data
Questions?

More Related Content

PPTX
Scope Stack Allocation
Electronic Arts / DICE
 
PPTX
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
repii
 
PPTX
Future Directions for Compute-for-Graphics
Electronic Arts / DICE
 
PPT
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
repii
 
PPT
Your Game Needs Direct3D 11, So Get Started Now!
repii
 
PPTX
Parallel Futures of a Game Engine
repii
 
PPTX
Parallel Futures of a Game Engine (v2.0)
repii
 
PPTX
FrameGraph: Extensible Rendering Architecture in Frostbite
Electronic Arts / DICE
 
Scope Stack Allocation
Electronic Arts / DICE
 
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
repii
 
Future Directions for Compute-for-Graphics
Electronic Arts / DICE
 
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
repii
 
Your Game Needs Direct3D 11, So Get Started Now!
repii
 
Parallel Futures of a Game Engine
repii
 
Parallel Futures of a Game Engine (v2.0)
repii
 
FrameGraph: Extensible Rendering Architecture in Frostbite
Electronic Arts / DICE
 

What's hot (20)

PPTX
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
Electronic Arts / DICE
 
PPTX
Low-level Graphics APIs
repii
 
PPTX
Triangle Visibility buffer
Wolfgang Engel
 
PPTX
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Electronic Arts / DICE
 
PPT
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
repii
 
PPSX
Oit And Indirect Illumination Using Dx11 Linked Lists
Holger Gruen
 
PPT
BitSquid Tech: Benefits of a data-driven renderer
tobias_persson
 
KEY
Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Che...
Colin Barré-Brisebois
 
PPTX
Mantle for Developers
Electronic Arts / DICE
 
PPTX
Frostbite on Mobile
Electronic Arts / DICE
 
PPTX
Rendering Battlefield 4 with Mantle
Electronic Arts / DICE
 
PDF
Optimizing the graphics pipeline with compute
WuBinbo
 
PPSX
Introduction to Direct 3D 12 by Ivan Nevraev
AMD Developer Central
 
PPSX
Holy smoke! Faster Particle Rendering using Direct Compute by Gareth Thomas
AMD Developer Central
 
PPTX
High Dynamic Range color grading and display in Frostbite
Electronic Arts / DICE
 
PPTX
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Electronic Arts / DICE
 
PPSX
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
AMD Developer Central
 
PDF
PT-4054, "OpenCL™ Accelerated Compute Libraries" by John Melonakos
AMD Developer Central
 
PPSX
Dx11 performancereloaded
mistercteam
 
PPT
D3 D10 Unleashed New Features And Effects
Thomas Goddard
 
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
Electronic Arts / DICE
 
Low-level Graphics APIs
repii
 
Triangle Visibility buffer
Wolfgang Engel
 
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Electronic Arts / DICE
 
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
repii
 
Oit And Indirect Illumination Using Dx11 Linked Lists
Holger Gruen
 
BitSquid Tech: Benefits of a data-driven renderer
tobias_persson
 
Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Che...
Colin Barré-Brisebois
 
Mantle for Developers
Electronic Arts / DICE
 
Frostbite on Mobile
Electronic Arts / DICE
 
Rendering Battlefield 4 with Mantle
Electronic Arts / DICE
 
Optimizing the graphics pipeline with compute
WuBinbo
 
Introduction to Direct 3D 12 by Ivan Nevraev
AMD Developer Central
 
Holy smoke! Faster Particle Rendering using Direct Compute by Gareth Thomas
AMD Developer Central
 
High Dynamic Range color grading and display in Frostbite
Electronic Arts / DICE
 
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Electronic Arts / DICE
 
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
AMD Developer Central
 
PT-4054, "OpenCL™ Accelerated Compute Libraries" by John Melonakos
AMD Developer Central
 
Dx11 performancereloaded
mistercteam
 
D3 D10 Unleashed New Features And Effects
Thomas Goddard
 
Ad

Viewers also liked (12)

PPT
5 Major Challenges in Interactive Rendering
Electronic Arts / DICE
 
PPTX
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
repii
 
PPTX
Building the Battlefield AI Experience
Electronic Arts / DICE
 
PPTX
A Step Towards Data Orientation
Electronic Arts / DICE
 
PPT
Stylized Rendering in Battlefield Heroes
Electronic Arts / DICE
 
PPT
Bending the Graphics Pipeline
Electronic Arts / DICE
 
PPTX
A Real-time Radiosity Architecture
Electronic Arts / DICE
 
PPTX
Battlelog - Building scalable web sites with tight game integration
Electronic Arts / DICE
 
PPT
Destruction Masking in Frostbite 2 using Volume Distance Fields
Electronic Arts / DICE
 
PPT
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Electronic Arts / DICE
 
PPT
Introduction to Data Oriented Design
Electronic Arts / DICE
 
PPT
Level Design Challenges & Solutions - Mirror's Edge
Electronic Arts / DICE
 
5 Major Challenges in Interactive Rendering
Electronic Arts / DICE
 
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
repii
 
Building the Battlefield AI Experience
Electronic Arts / DICE
 
A Step Towards Data Orientation
Electronic Arts / DICE
 
Stylized Rendering in Battlefield Heroes
Electronic Arts / DICE
 
Bending the Graphics Pipeline
Electronic Arts / DICE
 
A Real-time Radiosity Architecture
Electronic Arts / DICE
 
Battlelog - Building scalable web sites with tight game integration
Electronic Arts / DICE
 
Destruction Masking in Frostbite 2 using Volume Distance Fields
Electronic Arts / DICE
 
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Electronic Arts / DICE
 
Introduction to Data Oriented Design
Electronic Arts / DICE
 
Level Design Challenges & Solutions - Mirror's Edge
Electronic Arts / DICE
 
Ad

Similar to How data rules the world: Telemetry in Battlefield Heroes (20)

KEY
Ioannis Doxaras on GIS and Gmaps at 1st GTUG meetup Greece
CoLab Athens
 
PPT
Mappetizer Web mapping software
RuthLang
 
PPT
Location Based Services Without the Cocoa
EDINA, University of Edinburgh
 
PPT
Google maps
anupamasingh87
 
PPT
Google maps
anupamasingh87
 
PPTX
Mobile LBS
Jaak Laineste
 
PDF
Geolocation and Mapping
Ivano Malavolta
 
PPT
Google Maps API
Rafael Mumme
 
PPTX
Presentazione Google
FLT.lab
 
PPTX
Location Based Services
Akshay Suresh
 
PDF
Geo_DC Meetup talk: Mapping a marathon
Bruno Nuño
 
PPT
4 f ballegeer - seize the real world
research4geomatica
 
PPT
GPS and GIS
Naeem Bari
 
PDF
Hands on with the Google Maps Data API
ss318
 
PDF
maXbox Starter 39 GEO Maps Tutorial
Max Kleiner
 
PDF
Google Maps JS API
Alberto Simões
 
PDF
Google Maps API - DevFest Karlsruhe
Martin Kleppe
 
PDF
RefreshDC - The How Of Geo
Andrew Turner
 
PPTX
Mark Watkins Big Data Presentation
MassTLC
 
PDF
An Adaptive Neural Network-Based Method for Tile Replacement in a Web Map Cache
Beniamino Murgante
 
Ioannis Doxaras on GIS and Gmaps at 1st GTUG meetup Greece
CoLab Athens
 
Mappetizer Web mapping software
RuthLang
 
Location Based Services Without the Cocoa
EDINA, University of Edinburgh
 
Google maps
anupamasingh87
 
Google maps
anupamasingh87
 
Mobile LBS
Jaak Laineste
 
Geolocation and Mapping
Ivano Malavolta
 
Google Maps API
Rafael Mumme
 
Presentazione Google
FLT.lab
 
Location Based Services
Akshay Suresh
 
Geo_DC Meetup talk: Mapping a marathon
Bruno Nuño
 
4 f ballegeer - seize the real world
research4geomatica
 
GPS and GIS
Naeem Bari
 
Hands on with the Google Maps Data API
ss318
 
maXbox Starter 39 GEO Maps Tutorial
Max Kleiner
 
Google Maps JS API
Alberto Simões
 
Google Maps API - DevFest Karlsruhe
Martin Kleppe
 
RefreshDC - The How Of Geo
Andrew Turner
 
Mark Watkins Big Data Presentation
MassTLC
 
An Adaptive Neural Network-Based Method for Tile Replacement in a Web Map Cache
Beniamino Murgante
 

More from Electronic Arts / DICE (20)

PPTX
GDC2019 - SEED - Towards Deep Generative Models in Game Development
Electronic Arts / DICE
 
PPT
SIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge
Electronic Arts / DICE
 
PDF
SEED - Halcyon Architecture
Electronic Arts / DICE
 
PDF
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Electronic Arts / DICE
 
PPTX
Khronos Munich 2018 - Halcyon and Vulkan
Electronic Arts / DICE
 
PDF
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
Electronic Arts / DICE
 
PPTX
CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
Electronic Arts / DICE
 
PPTX
SIGGRAPH 2018 - PICA PICA and NVIDIA Turing
Electronic Arts / DICE
 
PPTX
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
Electronic Arts / DICE
 
PPTX
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
Electronic Arts / DICE
 
PDF
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
Electronic Arts / DICE
 
PDF
DD18 - SEED - Raytracing in Hybrid Real-Time Rendering
Electronic Arts / DICE
 
PDF
Creativity of Rules and Patterns: Designing Procedural Systems
Electronic Arts / DICE
 
PPTX
Shiny Pixels and Beyond: Real-Time Raytracing at SEED
Electronic Arts / DICE
 
PPTX
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
Electronic Arts / DICE
 
PPTX
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Electronic Arts / DICE
 
PPTX
Lighting the City of Glass
Electronic Arts / DICE
 
PPTX
Photogrammetry and Star Wars Battlefront
Electronic Arts / DICE
 
PPTX
Physically Based and Unified Volumetric Rendering in Frostbite
Electronic Arts / DICE
 
PPTX
Stochastic Screen-Space Reflections
Electronic Arts / DICE
 
GDC2019 - SEED - Towards Deep Generative Models in Game Development
Electronic Arts / DICE
 
SIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge
Electronic Arts / DICE
 
SEED - Halcyon Architecture
Electronic Arts / DICE
 
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Electronic Arts / DICE
 
Khronos Munich 2018 - Halcyon and Vulkan
Electronic Arts / DICE
 
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
Electronic Arts / DICE
 
CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
Electronic Arts / DICE
 
SIGGRAPH 2018 - PICA PICA and NVIDIA Turing
Electronic Arts / DICE
 
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
Electronic Arts / DICE
 
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
Electronic Arts / DICE
 
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
Electronic Arts / DICE
 
DD18 - SEED - Raytracing in Hybrid Real-Time Rendering
Electronic Arts / DICE
 
Creativity of Rules and Patterns: Designing Procedural Systems
Electronic Arts / DICE
 
Shiny Pixels and Beyond: Real-Time Raytracing at SEED
Electronic Arts / DICE
 
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
Electronic Arts / DICE
 
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Electronic Arts / DICE
 
Lighting the City of Glass
Electronic Arts / DICE
 
Photogrammetry and Star Wars Battlefront
Electronic Arts / DICE
 
Physically Based and Unified Volumetric Rendering in Frostbite
Electronic Arts / DICE
 
Stochastic Screen-Space Reflections
Electronic Arts / DICE
 

Recently uploaded (20)

PDF
Wedding Planners in India | Weddings & !
Weddingsandeventsbyamitesh
 
PPTX
CODE REDPOIUYTRESDAZDXFGHJKLIUYTRDF.pptx
dilludcruz
 
PDF
Keep It Short: India's Talent Launchpad for Filmmakers
Cinystore Technologies
 
PPTX
Theatre of the Absurd: Understanding the Philosophy Behind Absurdist Drama
maxmag791
 
PPTX
Entrepreneurship innovator Chapter 1-PPT.pptx
ahmed5156
 
PPTX
Bill and Lalu prasad yadav jokes to laugh.pptx
PRAKASHBHATTARAI32
 
PPTX
wavegamhjhvhjghjfyufffghfghing_finaldeck.pptx
sampleacc835
 
PPTX
Types_of_Shoes_in_Ghana we have many of t
sheilababy2014
 
PDF
Regarding honorarium for the year 2025-26 human resources(XV-FC) approved und...
khankhan307705
 
PPTX
Amanat Mann IPS Solving The Third Key – A Silent Game of Justice.pptx
vijayrahavin
 
PPTX
Superman Template Design “Superman,” DC Studios’ first feature film to hit th...
timesidiomasaulas
 
PPTX
633930017-FINAL-The-Caterbury-Tales-Slides.pptx
dermiconmendesmatos
 
PDF
The Serious Men A novel by Manu Joseph.pdf
AmaanMirza17
 
PPTX
PPP;O'P;IYHFDSDFGYUIKHTLIUYHGDFGHJILUYGT.pptx
dilludcruz
 
PDF
-----Rk Narayan's THE GUIDE.ppt.pdf-----
jayparmar101626
 
PPTX
90's Kallinvhvhvugguygubibiytggjrbkg.pptx
bhaswatideka11
 
PPTX
EXP 401- On farm Advisory for Soil Health, Water Quality and Plant Nutrition....
AbedhSabu
 
PDF
TAIPANQQ SITUS MUDAH MENANG DAN MUDAH MAXWIN SEGERA DAFTAR DI TAIPANQQ DAN RA...
TAIPANQQ GACOR
 
PPTX
一比一还原日本工业大学毕业证/NIT毕业证书2025原版定制成绩单
e7nw4o4
 
PDF
Unlock powerful secrets to attract Instagram followers now.pdf
Recent Follow
 
Wedding Planners in India | Weddings & !
Weddingsandeventsbyamitesh
 
CODE REDPOIUYTRESDAZDXFGHJKLIUYTRDF.pptx
dilludcruz
 
Keep It Short: India's Talent Launchpad for Filmmakers
Cinystore Technologies
 
Theatre of the Absurd: Understanding the Philosophy Behind Absurdist Drama
maxmag791
 
Entrepreneurship innovator Chapter 1-PPT.pptx
ahmed5156
 
Bill and Lalu prasad yadav jokes to laugh.pptx
PRAKASHBHATTARAI32
 
wavegamhjhvhjghjfyufffghfghing_finaldeck.pptx
sampleacc835
 
Types_of_Shoes_in_Ghana we have many of t
sheilababy2014
 
Regarding honorarium for the year 2025-26 human resources(XV-FC) approved und...
khankhan307705
 
Amanat Mann IPS Solving The Third Key – A Silent Game of Justice.pptx
vijayrahavin
 
Superman Template Design “Superman,” DC Studios’ first feature film to hit th...
timesidiomasaulas
 
633930017-FINAL-The-Caterbury-Tales-Slides.pptx
dermiconmendesmatos
 
The Serious Men A novel by Manu Joseph.pdf
AmaanMirza17
 
PPP;O'P;IYHFDSDFGYUIKHTLIUYHGDFGHJILUYGT.pptx
dilludcruz
 
-----Rk Narayan's THE GUIDE.ppt.pdf-----
jayparmar101626
 
90's Kallinvhvhvugguygubibiytggjrbkg.pptx
bhaswatideka11
 
EXP 401- On farm Advisory for Soil Health, Water Quality and Plant Nutrition....
AbedhSabu
 
TAIPANQQ SITUS MUDAH MENANG DAN MUDAH MAXWIN SEGERA DAFTAR DI TAIPANQQ DAN RA...
TAIPANQQ GACOR
 
一比一还原日本工业大学毕业证/NIT毕业证书2025原版定制成绩单
e7nw4o4
 
Unlock powerful secrets to attract Instagram followers now.pdf
Recent Follow
 

How data rules the world: Telemetry in Battlefield Heroes

  • 1. How data rule the worldKristoffer Benjaminsson CTO
  • 2. Easy?Easy is a studio within EA Games that do free to play gamesOriginates from DICE3 live titlesBattlefield HeroesBattleforgeLord of Ultima
  • 4. Telemetry - Wikipedia” Telemetry (synonymous with telematics) is a technology that allows remote measurement and reporting of information. The word is derived from Greek roots tele = remote, and metron = measure.”
  • 5. Telemetry - EasyData that helps us make decisions to provide a better service for our playersProvides answers to specific questionsMultiple sourcesFinancial dataGame statisticsWeb behaviour dataGame telemetryVertical slice of the player population
  • 6. Why bother?We prefer to know what is going on instead of guessingWe can measure results from actionsData do not (usually) lieForums not representative Less than 20% read forum postsLess than 5% post in forums
  • 7. Game telemetry examplesLatency dataPunkbuster kicksMatchmakingTime to levelHardware profilesPlay time
  • 9. ImplementationTelemetryManager sends data to our backend for database storageHooks in the game code collects dataHooks are records packed as name value pairsEach record will create its own table in the databaseAll telemtry includes a common identifer so we can cross reference data between telemetry hooks
  • 10. Example recordclass PingRecord : public ITelemetryRecord{public:PingRecord(const std::string& clientIp, const std::string& serverIp, int ping, const std::string& dataCenter, const std::string& community);public: virtual boolhasType( inttypeId ) const { return typeId == RTPing; } virtual bool assimilate( const ITelemetryRecord* other ) { return false; } virtual IDataCollector::DataRef buildData() const;private: std::string m_clientIp; std::string m_serverIp; int m_ping; std::string m_dataCenter; std::string m_community;};
  • 11. Example usageplayer->addTelemetry(new backend::telemetry::PingRecord(clientIp, serverAddressAndPort, conn->getAveragePing(), serverSettings->getProdDataCenter(), serverSettings->getServerCommunity()));
  • 13. High latency - before
  • 14. Why were people in Europe being matchmade to Australia and North America?
  • 16. How did we do it?Generated an HTML pageGeoIP CityA bit of C#Google Maps APITelemetry dataA bit of SQL
  • 17. Example page<html> <head> <meta name="viewport" content="initial-scale=1.0, user-scalable=no" /> <script type="text/javascript" src="http://maps.google.com/maps/api/js?sensor=false"></script> <script type="text/javascript"> function initialize() { var latlng = new google.maps.LatLng(45.5735931396484, 12.1060943603516); var myOptions = { zoom: 2, center: latlng, mapTypeId: google.maps.MapTypeId.ROADMAP }; var map = new google.maps.Map(document.getElementById("map_canvas"), myOptions); var marker = null; var coords = null; var path = null; marker = new google.maps.Marker({ position: new google.maps.LatLng(59.433, 24.728), map: map, title:"gva, 62.65.243.167" , icon: "client.png" }); marker = new google.maps.Marker({ position: new google.maps.LatLng(52.350, 4.916), map: map, title:"gva" , icon: "server.png" }); coords = [new google.maps.LatLng(59.433, 24.7283), new google.maps.LatLng(52.350, 4.916)]; path = new google.maps.Polyline({ path: coords, strokeColor: "#ff0000", strokeOpcaity: 0.5, strokeWeight: 1}); path.setMap(map); } </script> </head> <body onload="initialize()"> <div id="map_canvas" style="width: 100%; height: 100%"></div> </body></html>
  • 21. How did we do it?Microsoft SQL Server 2008: Reporting ServicesStandard BI toolEasy to create charts and tablesUpdates on a daily basis
  • 23. AssertsWe collect all asserts fromboth client and serverWe differentiate between content asserts and code assertsWe have leaderboards and summariesTop 10 assertsTotal content/code asserts per branchProvides guidance to what we need to fix
  • 24. FragalyzerLevel design helper toolCollects information about how a map is playedKill positionKilled from positionPlayer/Vehicle movementEtcCurrently collected locally on a game server
  • 25. SummaryTelemetry is awesome!Collect data to answer specific queriesBuild a flexible system to make it super easy to add new telemetry hooksChose the right reporting tools to mine and report on the data