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bigmoe Whitfield
I>3 Foxes
Join date: 29 Jul 2007
Posts: 459
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01-20-2009 00:09
From: Zim Gunsberg This. And since MMO's have been brought up, just thought I'd mention - I currently subscribe to one of those games that has an engine created at about the same time as LL's. Yeah it does get laggy from time to time, but it takes about 100 or so players in the zone before it even approaches what we consider 'laggy' in a sim with 40 people in it. Just sayin'... All of our content though is streamed to us. we store nothing locally, it is a dynamic snd live delivery system. still think maybe 6 months down time to do a new full code work up would be great sure we lose some freinds and stuff but could you just imagine og my. But reality is google will buy us and then we will lose all rights and well all go play on other grids to get our fix.
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GoodBye Forums we will miss you ~moe 2-2-2010~
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Sling Trebuchet
Deleted User
Join date: 20 Jan 2007
Posts: 4,548
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01-20-2009 01:54
Speaking of stabilized platforms ....... (ish) ... While all that excitement was going on, I bought a steam train and the travelled the entire length of the railway system in the Heterocera Continent. That's *a lot* of sim crossings. I only crashed once. Most of the sim crossings were smooth. There's a positive side to bumpy crossings. As the vehicle appears to float or spin off, we get to see places a bit away from the track/road. Then it snaps back to where it should be when the sim hanover catches up. That ability to cross so many sims was unusual when I joined in early 2007. Back then it was concurrency of 20,000 and then 30,000 that caused riots in the Blog and Forums. I find the latest Blog by FJ Linden on the weekend problems to be encouraging. His previous blog on the 12th was similarly encouraging. He appears to know what he's on about. LL appear to have to funds to pay him and his teams to make it happen. I'm staying with SL. But ..... if anyone wants some of my very old stuff that I never use, I might give it to you 
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Naiman Broome
Registered User
Join date: 4 Aug 2007
Posts: 246
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01-20-2009 02:57
lot of those 80k are bots , LL should start to think to remove bots the one misused at least like the copybots....
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Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
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01-20-2009 09:47
I understand that providing a stable grid isn't an easy and trivial task.
But it seems to me, that since I have been here, that Second Life is always lagging behind the concurrency numbers.
With concurrency hitting 80,000, Linden Lab is no doubt scrambling to accommodate 80,000. The problem is, by the time they finally figure out how to accommodate 80,000, concurrency will be up to 90,000 (unless people finally give up on Second Life and move away to something else en masse).
For whatever reason- be it no investment capital to spend on technological improvement, poor management, or something else- Linden Lab is never working ahead. Instead, Linden Lab is always lagging behind.
Because Linden Lab is always focused on the last problem and never anticipating the future problem, Second Life never works currently.
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
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01-20-2009 10:01
From: bigmoe Whitfield All of our content though is streamed to us. we store nothing locally, it is a dynamic snd live delivery system. still think maybe 6 months down time to do a new full code work up would be great sure we lose some freinds and stuff but could you just imagine og my. But reality is google will buy us and then we will lose all rights and well all go play on other grids to get our fix. Content streaming isn't so much to do with it. Guild Wars also uses streamed content, for instance. Ok, it's all streamed at once when you arrive in an area, but it works the same. The problem is more the lack of optimization that the SL system does compared to MMO games. And I still think many of the justifications for this are rather weak - yes, objects can be rezzed anywhere but most games support that too, it's just that the objects are optimized. Ok, it might be a problem if you were going to start building (by which I mean, editing prim parameters other than position and size) in a club, but how many people would do that? Who would really miss it, if it were blocked? Another problem is.. well, yes, scripting. Running an interpreted (or even pseudocode interpreted) language will slow the server down. There's not a lot of ways around that.
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