[sldev] Re: [ARCH] Render unto Caesar...
Tao Takashi
tao.takashi at googlemail.com
Tue Sep 18 15:45:48 PDT 2007
Hi!
I wanted to suggest to step a little back and see at the thing we want to
implement.
I think the main distinction Linden Lab does here is the agent and region
domain.
Mainly two black boxes to each other. Does it matter then where that avatar
host is
and if one is needed at all?
Do I understand it right that your (Mike) suggestion is to have a separate
box handle
avatars?
Maybe a little diagram might help :)
If it's part of the region domain then the main question is whether it
affects
any possible interface or not.. There surely needs to be some sort of
interfaces
to load the avatar's appearance from probably the agent domain but I wonder
if
really more is needed.
(box == whatever you can imagine here, cluster, single host, whatever)
I also think the agent hosts were merely thought as some interface to a
session object which can
- take and give out inventory
- handle profile and status updates
and so on but not for having anything to do with rendering or simulating the
actual virtual world.
As for the population limit we maybe need some input from Linden Lab what
the bottleneck here is.
We once discussed it in an Zero office hour and the main thing there was
some database bottleneck
IIRC. But actually I did not really understand the problem in detail there.
Of course that's for the sim
only. Polygon count etc. might affect the client additionally.
(Torley did note down something on her wiki user page though about
impostering agents which are
farer away. Whatever the plan there is ;-) To quote her:
"There's some neat tech coming out, like "avatar imposters" to improve your
framerate in big crowds by using less resources to draw further-away
avatars. That means they will walk kind of jerkily and look like old-skool
video game sprites, but the performance tradeoff may be very well worth it.
This, of course, will be an OPTION so if you have a beefy rig and want to
turn those imposters off, that's your prerogative."
But I wonder if that really is something the architecture can change. Of
course we should keep
connections and possibly data streams to as minimal (or adjustable) as
possible.
-- Tao
2007/9/19, Mike Monkowski <monkowsk at watson.ibm.com>:
>
> Argent Stonecutter wrote:
> > I really don't think that the architecture needs to be particularly
> > concerned with specific new types of assets, but rather that it should
> > be able to handle new types of assets efficiently in the general case.
>
> But you need to know how much data is been transferred and how much
> computation is needed in order to scale efficiently.
>
> >> But when an avatar visits a region, everyone else in the region will
> >> need the mesh information. They should not have to go back to asset
> >> storage to get it.
> >
> > Which answers "Why keep transferring information from sim to sim if you
> > don't have to?", no?
>
> The question is whether it is better to keep the avatar information on
> specialized servers in the same domain as the region servers or whether
> the region server should kepp all of the information.
>
> I'm trying to address the population limit on a sim. I don't know the
> best solution, but I know the current implementation doesn't work. Any
> ideas?
>
> Mike
>
>
>
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--
taotakashi at gmail.com
http://taotakashi.wordpress.com
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