[Opensim-dev] Auditorium for 500
Frisby, Adam
adam at deepthink.com.au
Sun Dec 14 03:58:07 UTC 2008
This is the approach we'd take.
We seem to find that stability is absolutely rock solid to 10 users.
You begin to see bumps at about 20.
Thirty and you may occasionally have clients disconnected.
Fourty and you may be getting serious issues showing up.
Fifty - haven't got here yet, but mostly been a lack of users to test with.
Regards,
Adam
> -----Original Message-----
> From: opensim-dev-bounces at lists.berlios.de [mailto:opensim-dev-
> bounces at lists.berlios.de] On Behalf Of Destiny Niles
> Sent: Saturday, 13 December 2008 7:10 PM
> To: opensim-dev at lists.berlios.de
> Subject: Re: [Opensim-dev] Auditorium for 500
>
> A 500 auditorium can be faked. In SL they have had events 'simucast'
> in duplicate sims. They each only had only 40 avatars but the
> presentation was duplicated in each sim. Since you don't expect all
> 500 avatars to be taking to each other, but being passive and just
> watching a stage a duplicate sim procedure would address there needs.
>
> On Sat, Dec 13, 2008 at 1:19 PM, Kyle G <create at reactiongrid.com>
> wrote:
> > Great thinking!
> >
> > Kyle G
> > www.reactiongrid.com
> >
> > -----Original Message-----
> > From: opensim-dev-bounces at lists.berlios.de
> > [mailto:opensim-dev-bounces at lists.berlios.de] On Behalf Of John
> Sheridan
> > Sent: Saturday, December 13, 2008 3:38 PM
> > To: opensim-dev at lists.berlios.de
> > Subject: Re: [Opensim-dev] Auditorium for 500
> >
> > Well, if most of the load is coming from physics then would it make a
> > difference if basic physics were used instead of ODE? Sure all of
> the
> > prims will be phantom but it can be designed so that the terrain can
> > support the avatars instead of prims. Just a thought... :)
> >
> > Thanks,
> > - John Sheridan / Orion Shamroy / Orion Pseudo
> > Dahlia Trimble wrote:
> >> I did some testing a couple months ago and found that sitting
> avatars
> >> present much less load than avatars that are standing, walking, or
> >> flying. Also there are other things going on that can compete for
> CPU
> >> resources, such as scripts and updates for excessive prims. If you
> >> have few scripts running and fewer prims/unique textures to download
> >> for each client who attaches to the region, and if avatars are
> seated
> >> and requiring less processing from the physics engine, then it
> stands
> >> to reason there will be more CPU resources available to process chat
> >> and viewer updates from the stage performance. This behavior is
> >> consistent with tests I've run.
> >>
> >> On the subject of neighboring regions, OpenSim does little
> processing
> >> to test whether agents on neighboring sims should be receiving
> update
> >> events and this may cause excessive update traffic if there are
> >> several neighboring regions hosting avatars, even if they aren't
> >> watching the events of interest. Keeping your high traffic regions
> >> isolated to as small as possible of a cluster size may help reduce
> the
> >> effects of this potential performance drain.
> >>
> >> On Sat, Dec 13, 2008 at 9:36 AM, Americo Damasceno
> >> <adamascj at hotmail.com <mailto:adamascj at hotmail.com>> wrote:
> >>
> >>
> >> Thanks, Kyle. Your answer was very important to me. I am one of
> >> the few guys in Brazil trying the use of OpenSim and have
> >> received, some days ago, a consult from an important brazilian
> >> university asking me about the possibility of the creation of a
> 3D
> >> "virtual campus" having many resourses, included the auditorium
> >> for 500. My answer was: "We need to wait a little more to know
> if
> >> this is possible. My first impression is that it is not an easy
> >> task to do it.".
> >> I am not an OpenSim expert like you but your answers confirm
> >> that didn't say anything very wrong.
> >>
> >> Americo Damasceno
> >>
> >> http://www.dmu.com
> >>
> >>
> >>
> >>
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