On Jul 28, 2009, at 7:27 PM, bulma wrote:

Hi,

the guys who did that work last year are still on holiday (for July), 
so I'll respond instead.

> I have just see this 
> (http://www.youtube.com/v/AKg6zf9oPHM&hl=en&fs=1) wonderful 
> video and read that with
> realXtend 0.4 optimization is possible to have over 300 bots on LAN 
> servers. It means that is also possible to have over
> 300 clients connected?

No, it does not mean that.

The big difference is that those bots run on the server. In that sense 
they are similar to other objects that live on the server, like having 
hundreds of prims that move, and not similar to connected clients at 
all.

For server-side bots, like for prims etc., there is no connection per 
object to the server from somewhere else, the server doesn't have to 
send updates of what happens in the world to those, as they just access 
the server memory for what they need to know about the world.

The achievement in that video was optimizing the avatar update sending 
in the networking so that a connected client can get information about 
movements and animations of hundreds of characters. But not about 
enabling hundreds of clients which the server could handle. It's useful 
work making a rich environment with many bots, like a swarm of fishes 
or birds, or people walking streets or cars driving roads.

To allow more participants, I think there is much room in Opensim still 
for optimizations of how updates are sent to clients, to push up the 
current limit of 20 (or a bit more?) that they say works well now. 
Luckily we are not alone in doing that, but it seems that e.g. the 
folks at IBM and Intel are also pretty constantly profiling the code to 
find and fix bottlenecks etc.

> I'm curious to know what are the characteristics of the server that
> was made for this test.

AFAIK a normal powerful modern desktop pc, IIRC it was said in the 
article on realxtend.org in which the work was published.

> Cheers, bulma

~Toni


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