If a 1700 prim avatar using every attach point is not a mildly extreme
case I don't know what is! J The same rules apply to OpenSim as it does
on SL - performance and headcount depends on the crowd you get in for an
event and the design of the sim itself. Build a sim with many thousands
of highly textured prims and complex scripts and you might as well just
cut down your ram, step down your processor, and accept defeat. Code
optimisation is nothing without a little care and attention on the part
of the sim designer to make the experience as smooth as possible for
attendees.

 

Maybe there's a requirement / option to have an "event" mode where you
block all attachments and deny access to inventory items to maximise the
number of visitors if you really want to get 1000 users in a confined
space, and consider using some texture simplification on the regions in
question, configurable for a region server at startup?

 

 

From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Nebadon Izumi
Sent: 26 January 2009 17:01
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

 

Minor mistake in my last posting, it should have read (8000 variously
texture prims in the ballpark of about 500+ texures or so).

and since i am recommenting again, i think its important that when we
talk about 1000 users, we are not talking about 1000 ruths with zero
inventory and not chatting and doing real world things, pcampbot is a
horrible representaion of 1000 like i said before every 1000 pcampbots
is probably not even equal to 20 real world avatars actually doing
something with the simulator.

Neb

On Mon, Jan 26, 2009 at 9:55 AM, Nebadon Izumi <nebadon2...@gmail.com>
wrote:

the only bad thing about bringing up the Pcampbot login test was at the
time pcampbot was not pulling assets down from the scene locally to
itself, so realisticly those 1000 pcampbots were probably generating
about the same amount of login traffic that about 10-20 avatars would
have been likely.  The only real solution to this problem will likely be
load balancing and many servers working together to break the 100 avatar
limit, the chances that 1 server will be serving 1000 avatars is
completely impossible, i honestly dont think we can ever optimize it
enough for even the fastest servers to deal in 1000 avatars, though i do
hope we can atleast get to around 100 or more.  One test I have done
recently that throws a monkey wrench into my thinking about this, my
Region (OKC) Ka which is about 12000 prims and running just over 1000
scripts, when trying to log into the region with just 1 avatar that is
wearing a 1700 prim avatar that uses every single attach point, i am
100% unable to log into the sim ever.  One other thing to note is that
my avatar has between 11k-12k inventory items and basiclly trying to
access any simulator with more than about 1000 variously textured prims
in the ballpark of about 500+ textures or so (even afer running the
predecode-j2k) i am unable to log in at all.  So again if 1 avatar cant
access the sim, i personallly dont see 1000 avatars entering a
simulator anytime soon if at all ever, atleast like I said in the 1
server world, this is probably going to require some major
hardware/pipes to achieve.

Neb

 

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