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Theory on the Void sims.

Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
10-05-2004 19:15
From: Jauani Wu
what is the benefit of putting multiple sims on one server?


I'm thinking the ability to 'fill in' oceans cheaper - if they don't have to support the resources that most sims would - high prims, building, permanent residence.. it seems like a better way to add physical space at a cut cost.
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Jauani Wu
pancake rabbit
Join date: 7 Apr 2003
Posts: 3,835
10-05-2004 19:23
From: Siggy Romulus
I'm thinking the ability to 'fill in' oceans cheaper - if they don't have to support the resources that most sims would - high prims, building, permanent residence.. it seems like a better way to add physical space at a cut cost.


so sims for boating and flying, etc. not for dwelling (ie: land sales). is this what you mean?
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Jauani Wu
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
10-05-2004 19:44
From: Jauani Wu
so sims for boating and flying, etc. not for dwelling (ie: land sales). is this what you mean?


Yes. People have been asking for water sims. The biggest argument against them has been people who lived there and owned the land would end up raising it, or if they couldn't raise it, just building over the water anyway. So people said "Don't let people own it then. It'll require less processor speed and space to run an 'empty' sim, so you can do it cheaper, say four sims for one server." And LL listened.
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Siggy Romulus
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Join date: 22 Sep 2003
Posts: 5,711
10-05-2004 20:23
From: Jauani Wu
so sims for boating and flying, etc. not for dwelling (ie: land sales). is this what you mean?


I would more say sims for 'travel' - there are many places in Second Life that are now only seperated by one or two 'un-simmed' grid spaces. It makes sense that you should fly/drive/swim/walk from one to the other without having to teleport to a far away telehub and backtrack.

But it is inefficient to put one or two sims there for the sole purpose of travel (the way they are now) - a computer per grid space with little return - and perhaps undesirable to have sims there as they exist now (build/sell/dwell/terraform). I can see the concept of 'void sims' working for that. I think it's a good idea and deserves two thumbs up.

Siggy.
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
10-05-2004 20:31
I agree with Siggy, the idea is a great one, why waste resources on stuff you don't need?

I'm excited to see this idea thats been around for awhile finaly being worked on and implemented. :D
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Legith Fairplay
SL Scripter
Join date: 14 Jul 2004
Posts: 189
Sim CPU
10-05-2004 21:11
From: Eggy Lippmann
If you look at the alt 1 stats, Sim CPU is actually varying. And the numbers are most telling. 0.24-0.25! :)


After I looked at this post I saw the new sims and checked the sim cpu.. after, I left the alt-1 info tab open returning to main sims... and noticed CPU at about 0.5... I know at least the sim of Lozi was at 1.0 not that long ago. And I'm quite sure most others where as well. However it now seems that most sims are in this state including some busy ones.
Jauani Wu
pancake rabbit
Join date: 7 Apr 2003
Posts: 3,835
10-05-2004 21:42
"excellent"
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Jauani Wu
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Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
10-05-2004 22:47
Another thought on this concept too - while I was pondering it on the tree of woe... well in reality I was editing a story on the vice presidential debate, but the state of mind is more or less the same..

At first I couldn't see much value in the idea of a void (or macro sim) as player property... Prims in player spaces are usually more dense - tightly packed.. But could you imagine a sim with 4 times the surface area in the hands of someone like say Kharmon Fate, or Higbee Protagonist... a vast natural park, or wilderness...

Yep, the more I think about it the more I like this idea and hope it works out.

On the flipside... Micro Sim... packing the resources of an entire sim into a smaller area.

Wouldn't packing it down raise other problems? I know that currently sims communicate with the 4 adjacent sims. Would a 'Micro Sim' change the amount/way data is sent? And the data the client needed to get from things in view... would a 'micro sim' have and adverse effect on that?

Just throwing some thoughts out there...

Siggy.
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
10-05-2004 23:44
I'm just glad they waited to do this little experiment until AFTER Club Elite moved out of Federal. Having a lag-heap like that adjacent to Seacliff would not have been fun.

Though it's still probably going to be a little sad, Seacliff losing it's amazingly good FPS rates (client-side) because a couple of holes might be filled in.

Hrm. Maybe I should contact my Elven friends and tell them what's up, so they can petition LL NOT to put up void sims near Seacliff, if they'd rather not have them.
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
10-05-2004 23:52
From: Legith Fairplay
After I looked at this post I saw the new sims and checked the sim cpu.. after, I left the alt-1 info tab open returning to main sims... and noticed CPU at about 0.5... I know at least the sim of Lozi was at 1.0 not that long ago. And I'm quite sure most others where as well. However it now seems that most sims are in this state including some busy ones.

Yep. I wonder about that myself. Rumors abound that connect the 0.50 figure with a hyperthreading CPU. Of course, it could well be that they are using one server for every two regions now. I dont really care. If they can safely simulate more than one region for every computer they buy, land tier fees will probably be made cheaper, which is essential for SL to grow.
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