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No need for telemetry. Keep a local log (of what you would be sending via telemetry), and when the player decides to file a bug, inform them that'll include sen
by deogeo 7y ago
No need for telemetry. Keep a local log (of what you would be sending via telemetry), and when the player decides to file a bug, inform them that'll include sending the log, with the option to cancel/file bug without a log.
Many bug reporting systems already work this way, such as the one used by Firefox, I think.
Just because something can be done by violating user privacy, that doesn't mean it's the only way, or even that alternatives are difficult.
- sdenton4 7y agoEh, that gets you things big enough that someone bothers to send a bug report. Startup performance, mis-clicks, etc, will be missed. Not to mention ragequits that don't produce a bug report... The problem is that devs reeeeally need a mix of very specific data for debugging, and very aggregated data for prioritization... There's all kinds of cool differential privacy tools for doing things like this, but no way for users to know or trust that they do what's claimed on the tin.
- boarnoah 7y agoSubnautica did it really well [short GDC talk: https://www.youtube.com/watch?v=Urx7WQE6NY0 https://www.youtube.com/watch?v=Urx7WQE6NY0 ]. I've been floating the idea of setting up some log shipper plugins for Unity/Unreal to make a turnkey solution you could drop in and self host.