On "AI Brendans" or "Virtual Brendans"
Brendan Gregg discusses AI agents trained on his performance engineering work, their limitations, and the ethical implications of creating 'Virtual Brendans'.
Brendan Gregg discusses AI agents trained on his performance engineering work, their limitations, and the ethical implications of creating 'Virtual Brendans'.
Advice on when and why to form a computer performance engineering team, based on the author's experience at Netflix and Intel.
Analysis of Doom's gaming performance using GPU Flame Graphs and FlameScope for CPU/GPU correlation and shader compilation insights.
Explains how missing frame pointers in libc break profilers and debuggers, causing incorrect stack traces and misleading flame graphs.
Brendan Gregg's SREcon22 APAC keynote on the future of computing performance, covering new developments and predictions.