[sldev] AppendedAcks
Tateru Nino
tateru.nino at gmail.com
Thu Apr 2 10:27:50 PDT 2009
Carlo Wood wrote:
> On Wed, Apr 01, 2009 at 03:15:14PM -0700, Philip Rosedale wrote:
>
>> I have a special place in my heart, though, for anyone who spots a case where
>> we are inefficiently sending data. We need every byte we can get, both in
>> terms of latency and total bandwidth implications. One project I'd love to get
>> to (and perhaps have community help with) is a careful examination of all
>> existing messages to look for bytes we could save.
>>
>
> Hey - well, I know an obvious case where we can save lots
> and lots of bandwidth:
>
> Stop re-sending the same textures over and over again.
>
> I'm sure I have my cache not a single byte smaller than most
> people (I have the slider all the way to the max, 1 GB), but
> everytime I go to a new sim and then return home, everything
> is gray and apparently has to be re-downloaded.
>
> I frequent maybe 10 or so sims a lot - some more than
> others. And the textures that are in those sims have to
> be downloaded, again and again and again.
Concur. The discard algorithm seems to be *far* too agressive, and this
issue keeps coming up over and over. From monitoring the viewer's
activity, there are textures that get downloaded absurd numbers of
times, and many times within comparatively short periods of time.
Add another level of hash-buckets to the directory store, if there are
performance issues in dealing with a single directory full of files, but
the goal is to keep the content transfers to a minimum to accomplish the
job, right? Saves bandwidth for all, and should reduce the impact on the
grid.
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