Recording & querying high volumes of data can be cheap:
Stage 1. Low-overhead always-on instrumentation - 20ns/event
Stage 2. Cheap ingestion & storage
Stage 3. Daemon processes low-frequency streams (logs & metrics)
Stage 4. Analytics service executes SQL queries
Stage 5. Frugal user interface
Nothing in here is specific to games
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## Architecture Overview
### Ingestion Flow
```mermaid
graph LR
subgraph Apps["Instrumented Apps"]
Rust[Rust App]
Unreal[Unreal Editor