Performance

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OpenSim performance is a very complex issue.  Performance can be affected by any number of things, including the number of prims on a region, number of regions, number of avatars, network quality between server and viewer, network quality between simulator and grid services, etc.
 
OpenSim performance is a very complex issue.  Performance can be affected by any number of things, including the number of prims on a region, number of regions, number of avatars, network quality between server and viewer, network quality between simulator and grid services, etc.
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==Hardware Requirements==
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Unfortunately, this is a very difficult question in light of all the factors mentioned above.  [[Hardware Selection Guide]] contains some very rought details of the hardware that some people are using.
  
 
==Performance studies==
 
==Performance studies==

Revision as of 15:27, 24 August 2010

Contents

Introduction

OpenSim performance is a very complex issue. Performance can be affected by any number of things, including the number of prims on a region, number of regions, number of avatars, network quality between server and viewer, network quality between simulator and grid services, etc.

Hardware Requirements

Unfortunately, this is a very difficult question in light of all the factors mentioned above. Hardware Selection Guide contains some very rought details of the hardware that some people are using.

Performance studies

These are very technical studies, but they do provide some interesting data on the performance limitations of OpenSim at various points in time.

Specific performance hints

Here are some specific things you might be able to do to improve performance

Running Squid on your region server as a reverse proxy to the asset server

1. Download and install the Squid Proxy from: http://www.squid-cache.org/Download/
2. Create your squid.conf configuration file.
3. Change your asset_server configuration in your OpenSim.ini to point to http://localhost:3128/
4. Start everything up!

Now assets will be cached in the squid cache on the region server, and will be served up much faster, especially on region restart.

GC_NO_EXPLICIT

Sometimes this patch applied to mono-svn has helped my sim run a lot faster and not slowly get bogged down.

$mono-svn-root$/mono

 mono/metadata/boehm-gc.c
Index: boehm-gc.c
===================================================================
--- boehm-gc.c	(revision 105684)
+++ boehm-gc.c	(working copy)
@@ -107,6 +107,10 @@
 void
 mono_gc_collect (int generation)
 {
+	static int no_explicite_gc = 0; if (no_explicite_gc==0) {if (getenv("GC_NO_EXPLICIT")) {no_explicite_gc = 1;return;} else {no_explicite_gc = 2;}} else if (no_explicite_gc==1) {
+		g_print("\n --------GC_NO_EXPLICIT \n");
+		return;
+		}
 	MONO_PROBE_GC_BEGIN (generation);
 	
 	GC_gcollect ();

Not only this, but I recompile the mono runtime:

--with-large-heap=yes

Otherwise, the Sim is limited to 3GB RAM. Probably, this second peice is more important. But still, afterwards it's worth a shot to test with both to see if there is a difference in performance:

export GC_NO_EXPLICIT=1

and

unset GC_NO_EXPLICIT

What I think, (only a guess) is that Mono starts internally GC thrashing in fishing expeditions to gaining maybe 1k of RAM at time. And by having a large heap (>3GB), it is possible might keep mono less apt to do stop world complete collections as often.

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