Telemetry

Telemetry FAQ

This is a list of frequently asked questions about Telemetry.

FAQ

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