Is there hope for your streaming system?
part 3: deriving the model

[This is part 3 of a series.] It’s finally time to get down to some math! Please don’t be put off by all the “sigmas” in the following. It’s actually pretty simple, and the use of summations prevents a lot of “hand waving” that creeps into other methods of derivation. Media devices are primarily characterized [...]

Part 3 of the streaming system series on its way

In my spare time, I’ve been working on part 3 of my blog series “Is there hope for your streaming system?“ It’s the core post in the series and includes the derivation of the effective streaming throughput equation. Getting all the equation formatting correct and clarifying the explanations is taking some time, so please bear [...]

Is there hope for your streaming system?
part 2: background

[This is part 2 of a series.] Although this background is presented in the context of open-world console games, this series is relevant to any application with similar data access patterns, including other game genres, other platforms, and at least a few non-game applications. On consoles (e.g. Xbox 360 or PS3), the data set for [...]

Is there hope for your streaming system?
part 1: intro

This blog series is a detailed analysis of the effects of device seeks and data sizes on media streaming performance. Although these effects are fundamental to streaming system design, existing references do not examine them in detail, hence the motivation for this series. Subsequent posts will cover some background, derive a model of effective streaming [...]

WP LaTeX plugin

My upcoming series analyzing streaming system seek times will include some math, so I installed the WP LaTeX plugin to get nice equation formatting. It seemed like the best choice of the available options, given it’s by Automattic Inc., the developers of By default, the plugin requests PNGs of the LaTeX from the [...]