Because that, the hypergrid option help a lot to increase the number of
avatars doing a meeting or in collaborative projects.
By other side, perhaps the solution is in this other
way<http://www.maxping.org/technology/platforms/open-source/solipsis-p2p-shows-great-promise-for-the-metaverse.aspx>
.

Albert

2009/7/30 Toni Alatalo <[email protected]>

>
> Anu Mishra kirjoitti:
> > Does this limitation of 20 client avatars apply across all regions in
> > realxtend OR is this 20 per region?
>
> Per region. The UDP connection from the clients are to the region
> server, and it sends the updates of the movements of the other avatars
> etc. to everyone, and runs the physics etc. AFAIK there is no limit for
> how much a grid can handle, given you can cope with the assets,
> inventories etc. A trick that's IIRC used also on the Linden servers
> when organizing events is to have a central place in the intersection of
> four regions, so that if people are evenly around it the load is shared
> for 4 servers. I don't know how stable region crossings are now in
> Opensim nowadays, perhaps enough for that tech to work.
>
> It's not a limitation that has been programmed as some sort of a limit,
> but empirical observations how the server current performs, e.g. where
> e.g. IBM now says that (their version shipped in that sametime3d thing)
> Opensim runs in a stable fashion. I think it's also tested weekly in the
> Opensim office hours at Wright Plaza, at least if there are enough
> participants to make it crash eventually :)
>
> > I noticed that QWAQ (croquet based) also has limitation of 40 clients.
> > Is there a limitation on
> > second life as well - given that IBM hosts events/conferences in SL
> > (their registration closes
> > after some time that does indicate a limitation)?
>
> There has to be some limit in SL, with the architecture where a single
> server handles everything in one place and communicats with all the
> clients there, but I don't know what it would be currently. And I guess
> any architecture will have *some* limit, but I hope with a clever one it
> will be 1000-10000 (but am not surprised if was way too optimistic
> there.. it also boils down to how the space is partitioned and what it
> means to share space etc, systems like Bigworld or MXP are much more
> dynamic about it than the rigid SL arch).
>
> For example in MXP AFAIK the clients don't know about regions at all,
> they just have a single 'bubble' which means their sphere of perception,
> and the server tells the clients the info they need. IIRC it was also so
> that the size of the bubble can be scaled as needed. Perhaps it might
> work e.g. so that when you are in an event with 10000 avatars, you are
> not all the time communicating with 10000 individuals anyway, but
> perhaps only see the ones within 3 meters from you (and that is perhaps
> 20 :) and some performers on stage (ok so 5 more, let's say we can cope
> with 25) .. the huge crowd is shown to you perhaps using some mass
> system like sometimes used for large vegetations in games, or perhaps
> even image/video plates, like matte paintings in 3d making (those
> 'paintings' are often nowadays 3d renders too, but rendered separately
> to be the background, to not have to render the whole scene every frame
> for the movie. here the same idea but to save load on the server). There
> is no fixed region size, the servers can partition the spaces how they
> want, and nothing of that shows in the network protocol nor in the
> client code, so it perhaps can be optimized in clever ways for dense
> mass events vs. sparse large worlds etc.
>
> ~Toni
>
>
>
> > On 7/29/09, *Toni Alatalo* <[email protected]
> > <mailto:[email protected]>> wrote:
> >
> >
> >     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&amp;hl=en&amp;fs=1
> >     <http://www.youtube.com/v/AKg6zf9oPHM&amp;hl=en&amp;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 <http://realxtend.org> in which the work
> >     was published.
> >
> >     > Cheers, bulma
> >
> >     ~Toni
> >
> >
> >
> >     >
>
>
> >
>

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