Maybe I am being overly simplistic here, but it seems to me that this thread is straying far afield from the original proposal!<br><br>To me this seems to be analogous to what is done with just about every movement simulator (e.g. flight simulator) that I have seen - the only areas that are "active" are the ones which have some sort of occupancy (carbon based or silicon based). <br>
<br>The vast majority of regions, both in a virtual world and in a movement simulator are simply irrelevant since no one is monitoring them! I pass lightly over the philosophical question of a "tree falling in the woods" since this is merely an analog of the real world not the real thing :-)<br>
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My model here is the early versions of the MS Flight Simulator in which a
"default" and very crude map of the world was used having "green"
squares for land and "blue" squares for sea areas. If there exists a
defined region for one of the squares then it is displayed, otherwose
only the default square is used. THis woudl seem to work for both the
global map function as well as for teleports. <br><br>Clearly there are huge issues involved with accurately simulating and generating "empty" regions, however this seems to be considerably beyond the scope of the original proposal!<br>
<br>Surely for the near term, allowing some sort of "timeout" coupled with some efficient means of activating any region which could affect a user is not a huge research project. As far as I can see this is essentially the concept of "virtualization" in a new wrapper! <br>
<br>The issues to me would seem to be mostly ones of "how efficient" and "how relevant for activation". <br><br>Provided those two issues have reasonable answers it would seem to be possible to "fly", "walk" or "sail" over a truly global grid with very little hardware resources. Added resources would depend entirely on how many users are actually interested in different regions.<br>
<br>Servicing of a region with multiple occupants would seem to be essentially unchanged from th epresent model.<br><br>Am I totally missing something obvious here?<br><br>Karen<br><br><br><div class="gmail_quote">On Tue, Jul 6, 2010 at 6:54 PM, Mark Malewski <span dir="ltr"><<a href="mailto:mark.malewski@gmail.com">mark.malewski@gmail.com</a>></span> wrote<blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<br><div>Running hundreds (or thousands) of IDLE regions require too many system resources (RAM, CPU cycles, etc.)</div>
<div><br></div><div>I believe that the basic server core (OpenSim) should eventually be modified so that ALL regions should have a configurable "timeout" option field (in the regions.ini file). </div><div><br></div>
<div><a href="http://opensimulator.org/wiki/Configuring_Regions" target="_blank">http://opensimulator.org/wiki/Configuring_Regions</a></div><div><br></div><div>That way an idle "region timeout" can be set (on a region per region basis), and this would allow the OpenSim server to shut down idle regions (based on the "idle timeout" configured in the regions.ini file). Â </div>
<div><br></div><div>So if a region were completely empty for a particular number of minutes (let's say a region were empty and idle for 5 minutes, then the idle region could be shut down automatically after the set "idle timeout" period for that particular region).</div>
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