In a non-SL context, that asset storage is ameliorated over a distributed asset system, whether it be P2P, or my own local asset server.
There is a ceiling on the growth of asset copies: any given avatar has a fixed number of things to wear, a region a fixed number of things to display, or a human a fixed number of things they can effectively manage in an inventory. If you factor in nose-diving hardware costs per gigabyte, and distributed placement of that storage, the picture doesn't remain quite as clear as before. My point is: if OpenSim is interested in out growing SL, they may need to take a look at how one might theoretically handle various non-traditional caching schemes. Cheers, On Wed, Feb 18, 2009 at 8:56 PM, Melanie <[email protected]> wrote: > Making a copy is the greater evil. With implicitly shared assets, > only content creators create assets. With asset copying, each > sale/give creates assets. > Take SL: > > I make a clothing item. I have to make 18 uploads (creating 18 > assets) to finally use 2 of the uploaded textures. I have also > created 36 wearable assets through this. > > Then i put that item for sale. 2000 users buy it. > > With implicitly shared assets, assets consumed: 18 texture, 36 wearable. > > With asset copying, assets consumed: 4001 texture, 4003 wearable > > See, the point of diminishing returns for copying is very close. > > Melanie > > > John Ward wrote: >> Justin Clark-Casey wrote: >>> The problem is that you may have given that item to somebody else. >>> Giving an item does not make an asset copy, it just makes an >>> inventory item copy (both inventory items still point towards the >>> same asset). >>> >>> So you may delete your item, but we don't know if the asset >>> referenced by that item lives on in someone else's inventory (or in >>> an object inventory). So we can't delete the underlying asset. >> >> Why not make an asset copy when one makes an inventory copy? Then >> delete the asset when deleted from inventory. Is each user having their >> own copy of many things a bigger problem? I guess this doesn't address >> one having out of ban knowledge of an assets UUID and expecting it to be >> there. Also, I accept that I may be missing some fundamental knowledge >> of how things work. Please be gentle :-) >> >> John. >> _______________________________________________ >> Opensim-dev mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-dev >> >> > _______________________________________________ > Opensim-dev mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-dev > _______________________________________________ Opensim-dev mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-dev
