[sldev] Script/Parcel/Memory Limits

Dzonatas Sol dzonatas at gmail.com
Fri Dec 18 14:43:33 PST 2009


The way I understand it isn't the way it is and maybe not the way its 
going to be, yet my vision is simple:

Let each avatar 'buy' server memory usage (kind like how they buy land 
usage now). Guarantee each avatar can have the max memory usage in any 
sim no matter what condition.

If that means the top 50 avatars with the most memory allocation meet up 
in a single sim, then it should handle it.

The way the sims are designed now, it won't handle it with or without 
those limits as Babbage expressed and how this thread evolves.

The only way it could handle it if is simulator become disassociated 
with CPU affinity such that a single simulator may actually execute 
across several CPUs/machine/networks all at the same time. Obviously the 
main limitation here that keeps simulators tied to CPU affinity is 
physics -- not memory usage.

Carlo Wood wrote:
> On Thu, Dec 17, 2009 at 07:17:03AM -0500, Qie Niangao wrote:
>   
>> I sense an opportunity for some non-trivial mathematics to be applied
>> to optimally setting these limits.
>>
>> The obviously, horribly wrong approach would be to set a ceiling for
>> all script memory use in a region and apportion that to parcel and
>> avatar allotments such that no over-allocation could ever occur.  This
>> would create much lower limits than required for sub-ceiling
>> operations almost all the time.
>>     
>
> THANK YOU!!!
> Finally someone else that understands this :)
>   



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