regnerba
Joined 9 years ago
Joined 9 years ago
https://epicgames.github.io/lore/explanation/system-design/#...
A stock Unreal Engine project is several hundred gigs, consists of multiple solutions, multiple languages, and I would classify as large personally.
Without some kind of indexing it’s very awkward to work with and very slow. To work with LLMs and Unreal projects we create a local index, that index file alone is 46GB.
Without distributed compilers and caches it can take multiple hours to compile the main solution per platform (usually PC, Linux, Xbox, PlayStation, Switch, and sometimes mobile).
So the codebase easily fits on local storage so long as you don’t count assets (those are several TB) and extra so for source assets (10s of TB), and that’s per stream per large project.
Anyways, point is I disagree and think Unreal Engine is an example of large codebase that fits locally.
While I do like the stack we have, it is a lot of components to run and configure. Don’t think we have ever had any issues once it was up and running.
Does anyone have any thoughts about how this compares? We don’t have a huge amount of days, 1 month of metrics is about 200GB and logs isn’t a whole lot more, less than a TB I think for 2 weeks.
The newer boosters have self levelling legs which remove the lean caused by uneven crushing of the landing leg cores.