From: Dark Zebendein
1. Why is SL still not multi core supported? People often say yes it is.. But I go in and check manually what all my cores are doing and it seems to me its all running on one processor instead of the 4 I have.
The work load seems pretty evenly divided over all four of my cores. If you really want to nitpick, CPU0 is a little high, CPU1 is a little low, and CPU's 2 and 3 are just about dead even in the middle. But on average, they're each at roughly 25% of the full work load.
If things are different on your system, there could be any number of reasons. But the application itself does support multiple cores, and has for the past several years.
From: Dark Zebendein
2. Who decided that it would be a good idea to run each sim on its own server instead of dedicating servers to actual user #'s... It is my understanding that SL has its server architecture to where each sim has its own server (or rather each region) and so far has about 2300 servers... Yet God forbid you log on during Sunday between 10am and 8pm SLT...
You're speaking as if the sim servers are the only servers involved. That's simply not true. Yes, each full region is run by an individual server, or at least by one core on a multi-core server, but that's hardly all there is to it. There are humongous clusters of servers, each of which are collectively responsible for various functions of the grid as a whole. For example, the login server cluster is responsible for logging people in and out. The asset server cluster is responsible for delivering assets (inventory, objects, etc.) to avatars and to sims. The presence server cluster is what notifies you of the online/offline status of your friends. Etc., etc., etc. The sizes of these clusters are continually expanded as the SL population grows.
As for that number 2300, I'm not sure where you got that. There are currently around 30,000 regions in SL. Approximately 2/3 of those are full regions (1 per core), and almost all of the remaining third are homesteads (3 per core). Last I read, openspaces (4 per core) comprise only 0.7% of the grid, so they're not really statistically significant. If my math is right, we're looking at something on the order of 23,000 server cores to run all the land on the grid. Divide that by 4 cores per server, and we're probably talking around 6000 actual machines, almost 3 times the number you cited. And that's just for the land. I have no idea how many machines are responsible for all the other things the grid does besides just simulate land.
All that said, you're certainly right to be frustrated that the grid is often brought to its knees by high concurrency. But the fact that each region is run by a dedicated server core has absolutely nothing to do with that. Let's make sure we're complaining about the right things.
From: Dark Zebendein
3. Is the previous post the reason for sometimes the unbearable lag. I mean Good god.. I know some people that have wireless connections lag badly.. Im directly connected to a cable modem and I get 10 Mbps (yes BIG M) down... and .7 Mbps up... however there are times i can barely move..
There are lots of different forms of "lag". As SL users, we tend to define anything that slows us down as "lag", but all we're really talking about is a symptom, not a cause. There are any number of causes.
Here are just a few common ones, but there are infinitely more. It's a chaotic system.
The single biggest reason SL runs as slowly as it does is the fact that all the assets in it are user-created. Most SL users, bless their hearts, have absolutely no idea what the hell they're doing. They make boneheaded decisions all the time, like putting a 1024x1024 texture on a little 2-inch object that nobody's ever going to zoom in on, or covering their avatar in facelights and hoochie hair and sparkly blingy attachments of all sorts, or building a giant tree out of hundreds of pillow-shaped sculpties for a poly count numbered in the millions. These things are all extremely taxing on your computer's rendering capability.
Here's an interesting statistic to consider. The average mall in SL has several gigabytes worth of textures on display. Yet the average video card can only process a few hundred megabytes at a time. Ever wonder why your FPS drops like a stone when you teleport to a mall? Now you know.
Games don't suffer from this problem. You buy a game, and you're paying for professionally developed content, all of which has been painstakingly optimized for maximum performance. Textures are kept small and repetitive, geometry is kept light and efficient. Nothing is wasted in games, so they run like lightning.
If lag really bothers you as much as it seems to, I'd encourage you to educate yourself to the point where you're not a contributor to the problem. Learn how to make small textures that look just as good as, or better than, large ones. Start thinking in terms of poly counts instead of just prim counts when you build. Make sure your avatar isn't a bling-tard. If you're not doing all of those things, you' have absolutely no right to complain about lag.
Everything I mentioned in the last few paragraphs was with regard to client-side lag. But as I said, there are many other forms.
Server-side lag is often caused by users' poor decision making as well. A few badly written scripts, abuse of the physics engine, or just simply trying to do too much with too many avatars, can bring a sim to its knees very quickly.
Then there's network lag, which is likely what you've noticed when there's high concurrency. When 80,000 people are all generating network traffic at the same time, things are going to get congested. LL does their best to make sure their hardware is up to task, but not every component is under their direct control. If Level 3 or some other large Internet provider is having a bad day, so will SL.
And that's just the tip of the iceberg. While it's really easy for any of us on the sidelines to point fingers, and just assume there are easy fixes for what seem like simple problems, the truth of the situation is usually that these things are far more complicated than we realize. The fact is there are literally thousands upon thousands of factors that all come into play to determine the speed at which SL appears to operate for any individual end user.
All any of us can really do is concentrate on what few things we can control in order not to contribute to the problem.
From: Dark Zebendein
9850 Black x4 2.5Ghz
Nvidia 1 GB 128bit 9500 GT (could probably stand to be upgraded to crossfire ATI 5 series but what would be the point I doubt SL supports 4x crossfire [yes i have 4 pcie x16 slots])
I wouldn't recommend going with ATI if SL is your main concern. SL is an OpenGL application, and ATI stubbornly refuses to follow OpenGL standards. ATI hardware never has, and likely never will, run SL as well as nVidia hardware does. If you're gonna go all out, and throw four video cards in your machine, go with a quad SLI setup. You'll be much happier with the results.
Also, just so you know, mileage seems to vary considerably with SLI/Crossfire and SL, from system to system. I see about a 30% increase in FPS in SL on my desktop with SLI enabled (dual Geforce 8800 GTX), and about a 10% increase on my laptop (dual GeForce 8700M GT). Other people report no change, though, and still others actually report a decrease in performance. The only real way to know if SLI or Crossfire would benefit SL on your machine is simply to try it and see.
In the mean time, your 1GB 9500 should give you pretty decent performance.
From: Dark Zebendein
It seems to me these specs should run SL with no problems.. and that the problem really isnt my hard ware but their servers..
In fairness, you left out a few key things, like how much RAM you've got and what type, what OS you're using, what drivers, how healthy your hard drives are, etc. Your system is only as good as its weakest component. I'll take your word for it that your machine is good enough to run the SL client software well enough. But whether it is or it isn't, whatever experience you're having with SL does not directly speak to anything that might be right or wrong with LL's servers. As I said, there are a million factors to consider.
From: Dark Zebendein
I have seen sims that literally have 1 traffic per month.. you are telling me that has a dedicated server?!
Yes, of course. Every region has the same technical capabilities. The person who's paying for that sim has just as much right to the full resources of a sim server as every other paying customer. The fact that he might keep choose to keep his doors closed and get no traffic to speak of doesn't in any way negate the fact that he's paying good money for certain set of features.
You seem to be trying to make associations where none exist. The fact that a low traffic sim has the same resources at its disposal as another that happens to get higher traffic has absolutely nothing to do with the fact that SL doesn't run as fast on your computer as you might wish it did. It's apples and oranges.
From: Dark Zebendein
I think that LL should reconsider their server architecture..
I suppose you've got a better model in mind? Well, by all means, head on over to San Francisco and give 'em what for. Straighten their asses out.
Look, you might want to ask yourself this. If the solutions to SL's problems are really as obvious as you think they are, why is that seven years after SL's launch, there's still not a single other virtual world out there that works better than SL?
I don't mean to sound harsh in any of this. I've been in exactly your position many times. There have been lots of instances where I've said to Lindens that I know, "It seems so obvious that if you just did _______, then this problem would go away." And then they respond with, "I suppose it might seem like that, but when you consider ________, ________, and ________, you can see that your suggestion couldn't really work." And then I say to myself, "Oh, yeah. That's why they run this thing, and I just use it. They know every aspect of it, while I only have a small portion of the information about it at any given time."
From: Dark Zebendein
It might be good for profits but the gaming experience is no fun when you cant move.. Any suggestions or comments?
As has already been said, SL is not a "gaming experience". If you came into it expecting to slay demons, rescue princesses, liberate small countries with your mad commando skills, or save the galaxy from alien robots, you're in the wrong place.
As for profits, I hate to break it to you, but if LL's main concern were to be as profitable as possible, there are much better ways to do that than to spend what they spend on hardware every year. Again, you appear to be trying to link things that are simply unlinkable.
In any case, you're right that the experience, whatever you want to call it, is not enjoyable when it slows to a crawl. But again, let's make sure we're addressing the right issue. Your premise that having a server per region is somehow the cause of all your woes is faulty. There are lots of things worth complaining about in SL, but that's not one of them.