microprocessor-trend-data
Data repository for my blog series on microprocessor trend data. (by karlrupp)
fleet
By coreos
Our great sponsors
microprocessor-trend-data | fleet | |
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5 | 5 | |
463 | 2,438 | |
- | - | |
1.8 | 0.0 | |
about 2 years ago | - | |
Gnuplot | Go | |
GNU General Public License v3.0 or later | - |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
microprocessor-trend-data
Posts with mentions or reviews of microprocessor-trend-data.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-03-15.
- DCS Newsletter - DCS 2.8 Multithreading | SATAL 2023
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Semiconductor Engineering: "Chip Design Shifts As Fundamental Laws Run Out Of Steam"
And the creator of that graph has updated it: https://github.com/karlrupp/microprocessor-trend-data
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Is it realistic at this time in the near future (aka within 5-10 years) that we could see 1000 players in a single match of Fortnite or Battlefield? What is holding this back? People's machines or the infrastructure of most countries?
I'm not familiar with how Battlefield servers are run, but I’m going to assume they are single-core processes. That’s what most game servers I’m familiar are, anyways. Two of the most important attributes of a CPU are its clock rate (the number of clock cycles per second, which is a measurement of how quickly one core can execute instructions) and its thread count (i.e. how many different processes can be executing on the CPU at the exact same time). Over the past decade, CPUs haven't gotten much faster in terms of clock rate. Instead, they've been optimized to add more cores, so that the CPU can do more tasks at once. This means that game servers haven’t been able to fully enjoy most of the improvements to CPU performance over the past decade. More on this here. This isn’t to say single core processes have been completely left behind – advances in instruction-level parallelism such as AVX 512 can certainly benefit game servers if they are leveraged correctly.
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We Don’t Use Docker (We Don’t Need It)
Hard to say it's still "exponential"...what do you think the current constant doubling period is now?
Here's the single thread raw data from that repo. If you take into account clock speed increase (which, as you agree, have plateaued) we're looking at maybe a 2x increase in instructions per clock for conventional int (not vectorized) workloads.
Is there even another 2x IPC increase possible? At any time scale?
https://github.com/karlrupp/microprocessor-trend-data/blob/m...
fleet
Posts with mentions or reviews of fleet.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2024-02-20.
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The 2024 Web Hosting Report
Docker didn’t have a default way to run on multiple hosts, and so in the wake of docker’s explosive adoption there was a rush of different solutions offered for scheduling containers across a fleet. One of the first well-adopted solutions was actually called fleet - it was part of CoreOS, whose team went on to be very influential throughout the container revolution. This was in the systemd era, and was basically seen as a multi-host systemd. It was very cool and it worked great!
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The Container Orchestrator Landscape
Figure out how to revive https://github.com/coreos/fleet as something native in systemd?
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Kubernetes is just Systemd distributed just like /etc is ETCD(istributed)
I guess what in trying to say is k8s is systemd distributed but more then. I see how in line fleet and systemd is though https://github.com/coreos/fleet/blob/master/Documentation/fleet-k8s-compared.md
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We Don’t Use Docker (We Don’t Need It)
What you describe is essentially the original CoreOS fleet[0] project. It's distributed systemd init files.
[0] https://github.com/coreos/fleet#fleet---a-distributed-init-s...
I find it ironic half of k8s mojo, etcd, came out of this project as well.