Ryan McDougall wrote: > 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.
agree. it's just not as clear cut as it seems when looking at it from the ship... -- dr dirk husemann ---- virtual worlds research ---- ibm zurich research lab SL: dr scofield ---- [email protected] ---- http://xyzzyxyzzy.net/ RL: [email protected] - +41 44 724 8573 - http://www.zurich.ibm.com/~hud/ _______________________________________________ Opensim-dev mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-dev
