Grid mode. Connected to SciSim. Thanks to some help from Brian, we put the Yellowstone National Park terrain on it today. I think Brian said it works out to about a 1:10 scale. With the far view distance its pretty impressive (terrain textures are borked). The performance is terrible, but good enough to look around some. Even a completely empty region consumes resources and 1000 of them consume a LOT of resources. If you come over to sciencesim, look for "geography11 00". I'll probably be restarting the regions to get the map tiles updated & i'm not making any promises to keep it up very long. But it does make for a very neat demonstration and its been a very useful experiment.
--mic On Fri, Jan 22, 2010 at 3:27 AM, Impalah Shenzhou <[email protected]> wrote: > Just a stupid silly question: standalone or grid mode? If grid: where were > the ugaim servers? Same machine? > > And a comment: 1024 regions? 8 hours for booting? Weird! > > > 2010/1/22 Mic Bowman <[email protected]> > >> this is just fyi... and a very positive comment about how far opensim has >> come in recent months! >> >> as part of sizing the hw requirements for a mirror world project we're >> exploring... we wanted to do some scalability tests on the capacity of >> individual simulators in terms of the total number of regions. we wanted >> baseline numbers that focus on just the most simple region configuration: a >> completely empty region with default terrain. that is... this is JUST >> simulator overhead. >> >> all tests are done on one of our blades... dual proc, quad core with 16G >> ram running 64bit ubuntu. mono 2.6. and the tests are hosting 1024 regions >> in a 32x32 grid. the simulator configuration was our standard sciencesim >> config (XEngine, ODE, groups, wind, sun, etc). >> >> the first configuration ran all 1024 regions in *one* simulator. i >> honestly figured this would crash quickly. it didn't. we managed to get all >> 1024 regions created and running well enough to walk around. it did take >> almost 8 hours to start. the first couple regions were created in 1-2 >> seconds each. by the end, it was taking 4-5 minutes per region. clearly >> there is something quadratic in there (stop using linear lists, they are >> evil! :-). but it could have been the mono garbage collector. who knows... >> not sure its worth too much investigation because i can't imagine ever >> running a config like this for real. the simulator did crash when we opened >> the map in the viewer. the crash was caused because we ran out of sockets. >> while it was running, the simulator used just over 10G of ram and was >> running at about 700% CPU utilization (kind of scary to see load averages in >> the 900 range!). >> >> the second configuration ran 16 simulators each with 64 regions. startup >> took about 30 minutes (each of the 16 simulators avoided the quadratic >> "knee" we hit with the one big simulator). consumed about 11G of memory and >> was again consuming essentially all cycles on the machine (completely idle >> regions aren't very idle). all 16 simulators died just after startup with a >> "too many open files" error. not sure what caused it, but all of them died >> loading the same terrain dll as part of some wildcard function looking for >> dlls. that one is an interesting bug. >> >> the final configuration and the one we're shooting for in the short term >> runs 16 simulators, each with an 8x8 megaregion. again startup was around 40 >> minutes. we might be able to cut that time down by starting all 16 >> simulators simultaneously rather than 4 at a time. i really just wanted to >> make sure that some of the spikes we see in startup didn't cause failures >> (some race condition causes all threads to consume maximum processor cycles >> randomly on startup right now). and, well... it just worked. i figured the >> viewer would die horribly (it can't handle 250K "real" prims very well) but >> it survived just fine. turn off far clip with 8x8 megaregions providing >> neighbors and you are "capable" of contacting simulators in a 24x24 region >> range!. the view is pretty cool though it seems to not go beyond 12x12. :-) >> there are a bunch of problems (like you can't see the terrain in the region >> you're standing in)... but there are a LOT of little humps of terrain in >> view. oh... and it takes a lot of patience to get everything loaded. >> >> so... the conclusion... this opensim thing is pretty amazing! good work >> everyone. >> >> --mic >> >> >> _______________________________________________ >> 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 > >
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