[Opensim-users] Sim size limits

Ovi Chris Rouly maelzel at ieee.org
Sat Mar 24 12:22:17 UTC 2012


Mic,

Another question:  "see a 10x10 area."  Which viewer allows you to set a renderable 2560 meter distance?

Thanks, (for this and the previous question/answer)

Chris
  ----- Original Message ----- 
  From: Mic Bowman 
  To: opensim-users at lists.berlios.de 
  Sent: Wednesday, March 21, 2012 6:15 PM
  Subject: Re: [Opensim-users] Sim size limits


  If you don't have memory issues... we run the Yellowstone regions in scisim with 64 regions per sim and 16 sims (total of 1024 regions). We set the view distance up so you can see a 10x10 area. That causes problems with the current method of connecting the viewer to each of the regions (cant seem to get connections to 100 different regions before the circuit times out). We run the sims largely without prims, just GIS-derived terrain. It takes 2 8-core servers with 16G of memory in each. Stock opensim.


  --mic



  On Mon, Mar 19, 2012 at 9:31 AM, Diva Canto <diva at metaverseink.com> wrote:

    On 3/19/2012 2:54 AM, David Burden wrote:

      Diva - is yours just a Vanilla opensim build with 64+ sims? Any problems with building across the boundaries - is it urban or rural? Any special tools to generate/manage it? 64 OAR files?


    Vanilla OpenSim and I'm not using megaregions, they're regular regions.
    It's an urban environment.
    It's 8 sims, 72 regions.
    I have some internally-developed tools both for GIS and for managing grids like this, and I'm using a combination of fixed servers and AWS. Sims are only up when we need them.

    I have considered many times switching to Unity3d for this project because of its availability in the Web Browser, and its compatibility with mainstream modeling tools. But Unity3d is not a collaborative modeling environment. For my use case, collaboration during builds is pretty important, because we have people all over the world, so I'm sticking with OpenSim. If collaboration wasn't a requirement, the case for OpenSim would be weaker.

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