[sldev] [ARCH] Render unto Caesar the things that are Caesar's

Nik Radford nik at terminaldischarge.net
Tue Sep 18 14:42:08 PDT 2007


Ignore me, I hadn't realized this had been replied to already.

----- Original Message ----- 
From: "Nik Radford" <nik at terminaldischarge.net>
To: "Mike Monkowski" <monkowsk at watson.ibm.com>
Cc: <sldev at lists.secondlife.com>
Sent: Tuesday, September 18, 2007 10:35 PM
Subject: Re: [sldev] [ARCH] Render unto Caesar the things that are Caesar's


>
> ----- Original Message ----- 
> From: "Mike Monkowski" <monkowsk at watson.ibm.com>
> To: "Jason Giglio" <gigstaggart at gmail.com>
> Cc: <sldev at lists.secondlife.com>
> Sent: Tuesday, September 18, 2007 10:04 PM
> Subject: Re: [sldev] [ARCH] Render unto Caesar the things that are 
> Caesar's
>
>
>> Jason Giglio wrote:
>>> Mike Monkowski wrote:
>>>  > If you know the reasons, it would be good to list them, because I 
>>> think
>>>  > this is one of the limitations that should be eliminated.
>>>
>>> Sure.  Scene polygon count, script load, physics load, and network load.
>>
>> For the scene polygon count, I assume you mean the added polygons for the 
>> avatars.  This could be handled with lower LOD for more distant avatars.
>>
> I assumed scene polygon count is all polygons on the region, The polygons 
> for the avatar, polygons for all objects and prims, etc etc.
>
>> Script load and physics load (except for collision detection) shouldn't 
>> depend on the number of avatars, just the number of objects.
>>
> Well, physics does depend on avatars too, for collisions against avatars.
> Scripts is just load depending on the amount of scripts running on the sim
>
>> By network load do you mean sim-to-sim or viewer-to-sim?  If the latter, 
>> then it would mean in the new architecture we shouldn't have 
>> communication directly with the Region Hosts if we want to allow more 
>> avatars per sim. Yes?
> I would of thought the network load is quite high all round, with 
> communicating with adjacent sims as well as all
> viewers, but yes perhaps a suitable archiecture would be to have one sim, 
> and then relay servers a bit like shoutcast does with relay servers? to 
> lessen the load, of course the communication between relay and sim (Region 
> host, sorry) would be two way to update information on the sim (created 
> objects, object updates from clients, avatar positions etc) But would that 
> actually help? (sorry I'm just jibbering on randomly)
>
>>
>> Mike
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>
> Nik
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