[sldev] P2P/Squid Web Textures: Enabling Greater Quality Images
- draft 2
Tateru Nino
tateru.nino at gmail.com
Sat Jul 7 10:05:52 PDT 2007
dale at daleglass.net wrote:
> On Sat, Jul 07, 2007 at 07:12:09AM -0700, Dzonatas wrote:
>
>> First, let me reply to a few questions in summary here:
>>
>> * Image Quality
>> On a questions about image quality comparisons, this is highly
>> noticeable with sculpties that have the slightest artifact of
>> difference. Higher quality images are not just about visible textures
>> that go on the face a prim.
>>
> But scuplties use really tiny textures. You could simply get LL to make
> an exception for 64x64 textures. At 16 bit color, uncompressed, that's
> just 8K. You could not compress it at all.
>
> I don't think BitTorrent, or nearly any other P2P system for that matter
> will work well for files that small. You'll probably have more protocol
> overhead than data transferred.
Several dozen times at least, and startup costs potentially exceeding
one minute for many existing p2p systems. Even a well spread tiny file
can take many minutes just to contact peers, send requests, find a
peer/seed with the data that isn't already backlogged with requests, and
actually get data back. P2P systems become increasingly efficient as
file-sizes increase, with your sweet spot being about 15 peers/seeds per
requester, and a file size that is about 10 blocks per peer/seed.
Roughly. That's a bit back-of-the-envelope.
--
Tateru Nino
http://dwellonit.blogspot.com/
More information about the SLDev
mailing list