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; Export the DSBs
We have that issue on Unity because Data Reduction (Compression/Deduplication) works in 8 KB blocks. when we have volume with large numbers of writes smaller than 8 KB have to backfilled from the volume (a read to the backend), to get enough data to compress, which causes extra load on the CPU. The average write size masks the number of small writes to a certain extent, because any large writes can
{{Pre|class=blue-white|# for i in $(diskview -I s {{!}} awk '/Online/{print $2}'); do echo -e "\n::: ${i} :::"; dd if{{eq}}/dev/rpd${i}d bs{{eq}}512 count{{eq}}1 of{{eq}}/pss/cc/o-dsb-${i}.bin; done}}
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<pre class="blue-white scroll">
We have that issue on Unity because Data Reduction (Compression/Deduplication) works in 8 KB blocks. when we have volume with large numbers of writes smaller than 8 KB have to backfilled from the volume (a read to the backend), to get enough data to compress, which causes extra load on the CPU. The average write size masks the number of small writes to a certain extent, because any large writes can
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Revision as of 19:54, 14 July 2020

We have that issue on Unity because  Data Reduction (Compression/Deduplication) works in 8 KB blocks. when we have volume with large numbers of writes smaller than 8 KB have to backfilled from the volume (a read to the backend), to get enough data to compress, which causes extra load on the CPU.   The average write size masks the number of small writes to a certain extent, because any large writes can


We have that issue on Unity because  Data Reduction (Compression/Deduplication) works in 8 KB blocks. when we have volume with large numbers of writes smaller than 8 KB have to backfilled from the volume (a read to the backend), to get enough data to compress, which causes extra load on the CPU.   The average write size masks the number of small writes to a certain extent, because any large writes can