Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

2009-01-26 Thread Teravus Ovares
Mostly, the road block to working to solve this issue is actually
getting many people on a region at once consistantly.It's hard to
coordinate tons of people on in a testing scenario :)

Anyway, yes, noted!

Teravus

On 1/26/09, Dirk Krause dirk.kra...@pixelpark.com wrote:
 One problem with SL that is addressed quite often is the limited number
 of AVs that one region can hold ('the number of people on an island').

 This comes up in the 'big number' discussion and especially in nearly
 every meeting scenario that is of high interest to the community.
 Somehow this is also influencing the 'relevance of SL' (and thus
 OpenSim)technology and grid technology in general ('I can have hundreds
 of people in a Habbo place but only around 50 in SL')

 I really want to dodge the official 'big numbers' discussion by stating
 what would happen when there would be hundreds of people in one IRC
 channel and all of them were writing at the same time. But I do believe
 that one viable 'big number' scenario is a podium discussion where a
 couple of persons are discussing and most of the other people are
 listening/watching/reading in general. Or a sports event of sorts, with
 - well :-) - 22 people acting and many more watching.

 So what I think what would be valuable is a 'lightweight agent'
 construction. This would be an AV that basically can't do much except
 listening/watching/reading, she especially couldn't rezz anything. It's
 a bit like the 'spectator mode' in some games. This way there could be
 big numbers of watchers, thus giving more people the opportunity to
 attend a meeting - practically increasing the number of virtual beings
 in a region, without bringing the region down.

 I could think of at least two ways to acchieve this:
 - a camera woman AV that 'lightweight agents' could hook up to, using
 the client only as a viewer; this would be a bit like a video stream,
 just with less impact, since the rendering is still done in the viewer.
 - a stripped down agent that got rid of everything that causes too much
 stress on either network or server. Unfortunately I don't know how to do
 that because I don't know the OpenSim construction enough. These
 lightweight agents could have a representation (a sphere?) while they
 are online, a distinct place and the ability to look around and maybe
 move slowly.

 By having something like that we could get rid of the 'theres just a
 small number of AVs in every region' dilemma.
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Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

2009-01-26 Thread Frank Nichols
Well, one solution to getting a lot of people on at one time would be a 
heavy weight bot that loaded a system the same as a client does. It 
would need to be based on a viewer code base, but be light enough on the 
client side to run hundreds of connections/accounts.


Teravus Ovares wrote:
 Mostly, the road block to working to solve this issue is actually
 getting many people on a region at once consistantly.It's hard to
 coordinate tons of people on in a testing scenario :)

 Anyway, yes, noted!

 Teravus

 On 1/26/09, Dirk Krause dirk.kra...@pixelpark.com wrote:
   
 One problem with SL that is addressed quite often is the limited number
 of AVs that one region can hold ('the number of people on an island').

 This comes up in the 'big number' discussion and especially in nearly
 every meeting scenario that is of high interest to the community.
 Somehow this is also influencing the 'relevance of SL' (and thus
 OpenSim)technology and grid technology in general ('I can have hundreds
 of people in a Habbo place but only around 50 in SL')

 I really want to dodge the official 'big numbers' discussion by stating
 what would happen when there would be hundreds of people in one IRC
 channel and all of them were writing at the same time. But I do believe
 that one viable 'big number' scenario is a podium discussion where a
 couple of persons are discussing and most of the other people are
 listening/watching/reading in general. Or a sports event of sorts, with
 - well :-) - 22 people acting and many more watching.

 So what I think what would be valuable is a 'lightweight agent'
 construction. This would be an AV that basically can't do much except
 listening/watching/reading, she especially couldn't rezz anything. It's
 a bit like the 'spectator mode' in some games. This way there could be
 big numbers of watchers, thus giving more people the opportunity to
 attend a meeting - practically increasing the number of virtual beings
 in a region, without bringing the region down.

 I could think of at least two ways to acchieve this:
 - a camera woman AV that 'lightweight agents' could hook up to, using
 the client only as a viewer; this would be a bit like a video stream,
 just with less impact, since the rendering is still done in the viewer.
 - a stripped down agent that got rid of everything that causes too much
 stress on either network or server. Unfortunately I don't know how to do
 that because I don't know the OpenSim construction enough. These
 lightweight agents could have a representation (a sphere?) while they
 are online, a distinct place and the ability to look around and maybe
 move slowly.

 By having something like that we could get rid of the 'theres just a
 small number of AVs in every region' dilemma.
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 Opensim-dev@lists.berlios.de
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 https://lists.berlios.de/mailman/listinfo/opensim-dev
   
 


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Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

2009-01-26 Thread Nebadon Izumi
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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Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

2009-01-26 Thread Nebadon Izumi
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.comwrote:

 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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Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

2009-01-26 Thread Chris Hart
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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25/01/2009 18:13

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Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

2009-01-26 Thread Nebadon Izumi
well i think your sorta missing the point, say i did reduce my avatar login
footprint by 10, that would only mean that if 10 people simulatanously
logged in, which if your talking about 1000 avatars at once is going to
happen, it means that you will get the same results if 10 avatars hit at
once, so honestly even if we reduce the footprint by 90% we still have the
same problem on logins, the biggest problem i see is mass login, when your
talking about getting 1000 avatars into a region for a single event,
especially if it crashes you could be potentially looking at over 100
avatars trying to log in at the same time, how do we handle this??  if your
talking about 1000 avatars you need to talk about exteme usage case, not
just fractional usage.

Neb

On Mon, Jan 26, 2009 at 10:17 AM, Chris Hart ch...@codetorque.co.uk wrote:

  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



 No virus found in this incoming message.
 Checked by AVG - http://www.avg.com
 Version: 8.0.176 / Virus Database: 270.10.12/1909 - Release Date:
 25/01/2009 18:13

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 Opensim-dev mailing list
 Opensim-dev@lists.berlios.de
 https://lists.berlios.de/mailman/listinfo/opensim-dev


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Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

2009-01-26 Thread Teravus Ovares
Currently, PCampBot downloads all of the textures for each client it
connects with.  This makes it a better load tester then it was
previously.

Best Regards

Teravus

On 1/26/09, Dirk Krause dirk.kra...@pixelpark.com wrote:
 My original point was exactly the one both of you made – there are two 
 different use cases:
 1) the ability to access a full featured avatar with the ability to walk, 
 talk, dress etc - like it is now. I didn't want to touch this first, but when 
 I read Sean Dague analysis (keyword: N^2) from a couple of hours ago, I am 
 not sure if everything is done from a technical architecture side to achieve 
 the best performance.

 So my point was rather
 2) that there is a use case for this 'event mode'. But instead of blocking 
 all attachments and Ruth everyone, I would introduce this mode of what I 
 called a lightweight agent.

 Being able to create events with a couple of people acting and the majority 
 of people recepting it, could IMHO be a big advantage over the original SL 
 limitation that could really make a difference from a strategic standpoint 
 for OpenSim as a software solution.



 Von: opensim-dev-boun...@lists.berlios.de 
 [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Chris Hart
 Gesendet: Montag, 26. Januar 2009 18:32
 An: opensim-dev@lists.berlios.de
 Betreff: Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

 I certainly don't see 1000 on a single region as remotely possible under 
 current architecture, not disputing that. I do have to wonder what people 
 consider as being an event suitable for 1000 people in a single region – 
 that's a lot of people in not a lot of space (though thinking in three 
 dimensions might help), but what do you gain from such an event? Chat alone 
 would be almost overwhelming, and with 95% of attendees not knowing how to 
 pan the camera most of them would see nothing but the head of the person 
 infront of them – so I guess if you want to emulate real life, you got it.

 You're right to push the parameters to the extreme, because in the absence of 
 1000 friends to test a simultaneous login, we all have to improvise, so if 
 it's a case of loading up as many avatars as possible with all clothing 
 layers made with high-res textures, wearing a thousand prims each, etc. then 
 yes, it's not an entirely unreasonable scale test.

 From: opensim-dev-boun...@lists.berlios.de 
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Nebadon Izumi
 Sent: 26 January 2009 17:19
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

 well i think your sorta missing the point, say i did reduce my avatar login 
 footprint by 10, that would only mean that if 10 people simulatanously logged 
 in, which if your talking about 1000 avatars at once is going to happen, it 
 means that you will get the same results if 10 avatars hit at once, so 
 honestly even if we reduce the footprint by 90% we still have the same 
 problem on logins, the biggest problem i see is mass login, when your talking 
 about getting 1000 avatars into a region for a single event, especially if it 
 crashes you could be potentially looking at over 100 avatars trying to log in 
 at the same time, how do we handle this??  if your talking about 1000 avatars 
 you need to talk about exteme usage case, not just fractional usage.

 Neb
 On Mon, Jan 26, 2009 at 10:17 AM, Chris Hart ch...@codetorque.co.uk wrote:
 If a 1700 prim avatar using every attach point is not a mildly extreme case I 
 don't know what is! ☺ 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