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maximinus_thraxyesterday at 7:37 PM3 repliesview on HN

I wouldn't say it's a 'nightmare'. It's just more complicated than what regular folk think computers work when it comes to time sync. There's nothing nightmareish or scary about this, it's just using the best solution for your scenario, understanding limitations and adjusting expectations/requirements accordingly, perhaps relaxing consistency requirements.

I worked on the NTP infra for a very large organization some time ago and the starriest thing I found was just how bad some of the clocks were on 'commodity hardware' but this just added a new parameter for triaging hardware for manufacturer replacement.

This is an ok article but it's just so very superficial. It goes too wide for such a deep subject matter.


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senfiajyesterday at 11:52 PM

Maybe. But I remember one game developer told that they face even a more challenging problem, which is the synchronization between players in multiplayer real-time games. Just imagine different users having significantly different network latencies in a multiplayer shooter where a couple milliseconds can be decisive. Someone makes a headshot when the game state is already outdated. If you think about this you can appreciate how it's complicated just to make the gameplay at least not awful...

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hinkleyyesterday at 8:25 PM

I took to distributed systems like a duck to water. It was only much later that I figured out that while there are things I can figure out in one minute that took other people five, there were a lot of others that you will have to walk them through step by step or they would never get there. That really explained some interactions I’d had when I was younger.

In particular I don’t think the intuitions necessary to do distributed computing well would come to someone who snoozed through physics, who never took intro to computer engineering.

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blibbleyesterday at 7:45 PM

PTP isn't even that much more difficult, as long as you planned for it form the start

you buy the hardware, plug it all in, and it works

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