Foolish,
Thanks for a well thought out reply, the respect of reading all
of my HUMONGUS posts (even though you disagree), and honest
rebuttal of potential flaws to this new idea of how to handle cpu resources.

From: Foolish Frost
Really! You want to basicly throw out the current client/server software and build the data storage and communcation system from scratch.
And if you can pay for it, why not create a competing project and prove how much better your design is. Otherwise, you're trying to teach Stephen King how to write a novel.
True... I am not a programmer on the LL staff so I do not know how much
of the current code would have to be scrapped nor do I know how little
might actually have to be changed to get it working. Do you? If so, where
did you find your information? --- so I can read it myself and get up to speed.
And, if you are suggest that I should seriously consider building my
own competing project, then I am flattered, but I'm not going to
suggest I'm saavy enough for that, even if I DID have the time and
money. LL have made several (and continue to make several) changes
to their code as they come up with new ideas or better ways to handle
things. I'm not suggesting I'm even at their level, but perhaps I've
thought of a way to handle resources that they didn't think about at
the time... or maybe at one point in time the current way of letting
one server handle ALL the crunching for a region of land seemed the
best way. I'm only hoping to point out an alternative which several
people do also agree with.
From: Foolish Frost
Seriously, explain to me the following:
1. How does your system avoid the problem with a person buying virtually unlimited prims and building something in one sim, thereby crashing anyone within draw distance when they try to view it. This is a limit of the CLIENT's video technology and available bandwidth.
Well, as I've said... I do not know exactly how LL is implementing
putting together all the prims and getting an "image" which they
send to the client to view.
My limited understanding is that their servers do all the number
crunching for the prim coordinates, textures, angles, etc, and
create a streaming video presentation which they pass along
to the client to view.
If you don't think that's correct then I am willing to spend the time
to dig up the URL where I seem to remember reading that.
If this IS the case, as I believe it is.. then it does not matter to the
client at ALL how many prims are in an area.. because the server
is crunching all the prims and creating a series of single images
displayed at a certain number of frames per second to act like
a reel of movie film displayed on a movie screen. All the client sees
is a series of flat images (10fps)... it's the SERVER doing the work.
... and so this point is invalid. If you think otherwise, please
direct me to a post, URL, or info where LL describes the client
is responsible for rendering every prim in your view.
From: Foolish Frost
2. How does your system deal with the increase network traffic for prim servers that are not attached to the land, and thereby have to bearing on draw distance?
I'm not sure I follow you on this.... draw distance?
Are you saying that if my AV is viewing something that's far away
then one server will need to contact another server for data causing
more network traffic? Doesn't this already happen if you are near
the edge of a sim and look out in to the next sim? If, right now, the
objects on each sim are managed by the server that the land is on
then my AV would (right now) be needing to get data from any number
of servers I can see across... if I'm at the corner of a sim, this could
be at least 4 servers for each of the 4 sims at the corner, plus (perhaps)
1 or more asset servers (which I claim COMPLETE ignorance on),
and who knows how many other machines are involved, although I
don't suspect many. Do you know how this is being handled now?
Can you explain your question in a different way?
From: Foolish Frost
What about prims that are in one 'place' that are fragmented across several servers? Does each prim not hold data on it's server of origin? How much cross-talk will be needed to maintain this on the LL networks?
I'm assuming you mean, for example, a large 10x10x10 cube placed at
the corner of 4 adjoining sims?
I'm not sure how that's handled now, but under the new resource idea
it would probably be the rented cpu power of the person viewing the item
that would be incharge of crunching the numbers for any prims they are
trying to view... if they have their setting in such a way to view a LARGE
range of space, then yes.. it might take them a bit longer to have their
rented CPU power crunch the numbers and send the display (frame)
to their client. If they dont like that lag, then they can reduce their
range of sight, or they can pay a higher "tier" to get more CPU power
on the LL servers to render those prims faster... and get the image
sent to them more quickly.
From: Foolish Frost
3. At what point will the crosstalk reach critical mass and overwhealm the network?
I'm not sure what you mean by crosstalk....
The information being exchanged between servers?
I think the network traffic would probably not compare
to the speed increases gained by moving off some of the
crunching power of 1000 avatars to different servers as
opposed to the current (practical) impossibility of having
a single server handle 1000 avatars on the same plot of land.
From: Foolish Frost
What do you do when the prims per prim server are fragmented across the entire netowork, meaning that every place must talk to hundreds of server just to rez a house?
This would not happen unless each prim of the house was owned by
a different person who were all managed by different servers.
I't more likely that the each prim of the house is owned by the same
(or a few) people and the person viewing the house would be requesting
data from the single server of that person.
More of this problem would be seen in some place like the sandbox
areas where there might be 50 different people... with their prims and
attachments "housed" on a varied number of different servers...
and to view everything you'd have to contact each of the servers to
get the data for everything... but again, it CAN be a fairly quick process
if you had an entire server dedicated to each avatar (which I am NOT
suggesting)... but my point is that it indeed might be a little laggy
for those "free" accounts.... but putting 50 different people in a sandbox
right now would be REALLY laggy too.. if not impossible... however,
with the new idea, then someone wanting to get away from the lag
COULD rent an entire server's cpu power to speed up their rendering.
I hope that was more detailed.

Did I miss anything?
Gabrielle