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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 |
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Revision as of 20:38, 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
this that the other