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multithreading benchmarking write-up #2207
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Benchmark resultsInstruction countsSignificant differencesThere are no significant instruction count differences Other differencesClick to expand
Wall-timeSignificant differencesThere are no significant wall-time differences Other differencesClick to expand
Additional informationCheckout details:
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Codecov ReportAll modified and coverable lines are covered by tests ✅
Additional details and impacted files@@ Coverage Diff @@
## main #2207 +/- ##
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Coverage 94.65% 94.65%
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Files 102 102
Lines 23917 23917
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Hits 22638 22638
Misses 1279 1279 ☔ View full report in Codecov by Sentry. |
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Looks like the charts didn't make it into your PR? (At least they don't show up in the Rendered for me.) |
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Fixed |
I think the log-scale x axis made things quite a bit better! For the right-hand key numbers in those distribution charts you currently show N, min, mean, stddev, 99.9% and max. I think percentiles are generally a better (and the commonly accepted) way of thinking about latencies (which don't usually really follow a normal distribution), so I'd (a) skip N -- which is the same for all implementations anyway and (b) report P5, P50, P75 and P99 (or something like that). Might also be nice to see if you can better align the numbers vertically so that they're easier to vertically compare. Also, still curious about OpenSSL numbers. All in all, rustls perf is awesome, great work! |
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I've addressed comments thus far; tomorrow I will regenerate the data at specific versions. |
Oh, should this measure against 3.4.0, since its been out for about a month? |
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I'd still recommend getting rid of min, max (I think these are less relevant to the audience than P5/P99.9) and probably stddev. I'd probably also get rid of P75 and P99 (or P99.9) since these don't seem to add much information over the P50/P99.9 latencies that are already reported.
deleted min, max, stddev, P75 and P99.9. added P90. that leaves P5, P50, P90, P99. (this also avoids the formatting looking odd when where are fewer than 4 rows per table, heh) |
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Rendered