[opensource-dev] ThrottleBandwidthKBPS - kilobit per second or kiloBYTE per second?

Darien Caldwell darien.caldwell at gmail.com
Tue Jul 30 17:28:50 PDT 2013


Problem with your example is, you assume the % of bandwidth is constant. If
downloading data was a constant 40% or 4%, I would agree. But SL is a very
bursty service. Once you have the data for the scene, it uses very, very
little bandwidth at all. So all of that bandwidth is not being utilized
constantly. If a sim has 39 people who have been there awhile, and they are
each using 1% (which is more likely a number), there's a lot of spare
bandwidth. no reason it can't be utilized to quickly get the new arrival
also down to 1%.

Now should all 40 people arrive at once, and all try to download the whole
sim (and each other) all at one time, sure they could be some contention.
But that's what Servers are made to do, route, prioritize, and serve data.
Considering at high speeds, 12 sims worth of data can be downloaded in 1-2
minutes (which is a ridiculous worst case scenario, but happens since LL
won't realistically limit draw distances), they are unlikely to tie things
up for long. And people with very slow connections are already used to
loading times that order on 10-15 mintues or more. No amount of giving them
a larger share is going to improve that. They are their own bottleneck.

So no matter how you slice it, limiting fast connections to uber-slow
speeds isn't going to actually help anyone.  It sounds a bit
like schadenfreude toward people who can afford a good connection; "make
them wait like I have to".

But that's ok. being limited to 3kbps isn't horrible. It could certainly be
worse.

But it could certainly be better.


On Tue, Jul 30, 2013 at 3:04 PM, Argent Stonecutter <secret.argent at gmail.com
> wrote:

> On 2013-07-30, at 10:25, Carlo Wood <carlo at alinoe.com> wrote:
> > Well, since everyone has to download the same amount of data
> > in the end, its rather hard to use a "disproportional" amount
> > of resources, unless a viewer just downloads the SAME thing
> > over and over again, which would be severe bug.
>
> Let's say we have avatar A and avatar B. Avatar A is throttled to 4% of
> the spare bandwidth of a sim, and avatar B has a nice fast pipe and us
> capable of using 40% of the spare bandwidth of the sim.
>
> Avatar A arrives, and slows everyone down by 4% for 10 minutes. Nobody
> notices. Even if half a dozen such avatars arrive, nobody cares.
>
> Avatar B arrives, and slows everyone down by 40% for 1 minute. If you have
> multiple such avatars arriving at the same time, you'll have a pretty sick
> sim.
>
> Avatar B is using a disproportional amount of the available bandwidth.
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