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      <title>Presentation: How Eve Online Leverages Head Based Sampling to Observe "Fun"</title>
      <link>https://www.infoq.com/presentations/eve-observability-head-sampling/?utm_campaign=infoq_content&amp;utm_source=infoq&amp;utm_medium=feed&amp;utm_term=Real+Time-presentations</link>
      <description>&lt;img src="https://res.infoq.com/presentations/eve-observability-head-sampling/en/mediumimage/nicholas-herring-medium-1791444748399.jpg"/&gt;&lt;p&gt;Nicholas Herring shares how EVE Online tackles distributed tracing and observability across a 20-year-old MMO architecture. He discusses leveraging head-based, dynamic exponential moving average (EMA), and deterministic sampling techniques to maintain high system fidelity, control telemetry costs, and avoid performance degradation under high-throughput real-time game simulations.&lt;/p&gt; &lt;i&gt;By Nicholas Herring&lt;/i&gt;</description>
      <category>QCon London 2026</category>
      <category>Observability</category>
      <category>Distributed Tracing</category>
      <category>Real Time</category>
      <category>Transcripts</category>
      <category>Telemetry</category>
      <category>Distributed Systems</category>
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      <category>presentation</category>
      <pubDate>Tue, 13 Oct 2026 11:00:00 GMT</pubDate>
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      <dc:creator>Nicholas Herring</dc:creator>
      <dc:date>2026-10-13T11:00:00Z</dc:date>
      <dc:identifier>/presentations/eve-observability-head-sampling/en</dc:identifier>
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