This is a list of frequently asked questions about Telemetry.
- How long does it take to get Telemetry up and running?
- This depends on the complexity of your game, but in most cases you can get things up and running in about 15 minutes.
- How hard is it to remove Telemetry when I'm ready to ship my game?
- Simply #define NTELEMETRY 1, recompile, and it's gone!
- How much overhead does Telemetry take?
- In most situations, Telemetry has minimal impact on your game's performance. Telemetry uses a single memory buffer you provide at startup so its memory impact is well understood.
- Can I have Telemetry 'always on'?
- Yes! It's often a good practice to leave Telemetry on but 'paused', only recording when you encounter a particularly slow area of your game.
- How big are Telemetry's data files?
- Uncompressed Telemetry data files vary in size depending on the amount of data a game generates, but long sessions can easily run into multiple gigabytes of data. NTFS is highly recommended.
- Is the Telemetry file format a standard format such as XML?
- Due to the size of Telemetry files, they are in our own proprietary binary format. Export to formats such as XML and CSV may become available in the future.
- What platforms does Telemetry support?
- Telemetry has run-time support for Windows (XP SP3, Vista, and 7), XBOX 360, Sony PS3 (PPU and SPU), Mac OS X, and Linux. The Telemetry Visualizer is available for Windows (64-bit) and OS X (64-bit).
- Do you offer .Net, Python, Lua, etc. bindings?
- We do not provide bindings for alternate languages, however Telemetry is a C/C++ library and as such is easy to integrate with most scripting languages