Prometheus 3.0
prometheus.io
prometheus.io
It works pretty good tbh. I’m excited about upgrading to version 3, as is does take a lot of resources to keep going, especially on clusters with a lot of pods being spawned all the time.
Any reason to not just use Mimir for this?
We've been using Talos for our internal clusters for a while, but with quite small ones (3 kube node, 5 worker nodes).
Upgrading has been generally a non event, and we're quite happy with them.
How do you deploy Thanos ? In one of the clusters ?
We currently have a thanos instance in each cluster. We could move it to a separate cluster to reduce some overhead, but the current approach works. We’re ingesting about 60Gi per day of metrics into the S3 bucket, so we might have to optimise that.
1. Global query view. Ability to get metrics from all Prometheis with one request. Or just simply not thinking which Prometheus has data you're looking for.
2. Resource usage management. No matter how you try, scrape targets can't be sharded perfectly. So you'll end up with some Prometheis using more resources than others. This could backfire in future in weird ways, reducing stability of the whole system.
One gripe is that they recently stopped publishing tarballs for LTS versions, which caused some grumbling in the community. Fair enough since they are developing for free, but felt like a bait and switch.
Someone can explain to me please? Maybe I'm a bit lost because I'm not a dev. I'm a designer considering selfhosted Google Analytics alternatives and this one may be interesting to add to the research (so far I have Matomo, plausible, open panel, umami, open replay, highlight). Thanks
https://prometheus.io/docs/introduction/overview/#what-are-m...
I wanted to ensure that you saw this currently on the front page: https://news.ycombinator.com/item?id=42270389 (Show HN: Vince – A self hosted alternative to Google Analytics; 66 comments)
Game developers and HFTs seem to understand this, and very few regular devs I’ve interacted with do. I’ve seen customers say they switched to someone else for speed reasons. And I’ve worked on projects where the engineers were claiming this as fast as we can make it, and they were off by at least a factor of three.
We like to think that being off by 10 or 30% doesn’t matter that much but lots of companies run on thin margins and publicly traded companies’ stock prices reflect EBITDA, it matters. Particularly in the Cloud era, where it’s much easier to see how sloppy programming leads more directly to hardware cost excess (as opposed to already purchased servers running closer to capacity)
I take an efficient market hypothesis on this. Obviously devs can make stuff faster, and they do where it matters, as can be seen in games and HFT. In other software it’s a discussion with product of trade offs.
Ah, slightly disappointed :). Looking at major version I thought it was going to be all about Native histograms.
This is for DevOps minions.