On 2/09/2010 12:20 AM, Oz Linden (Scott Lawrence) wrote: > On 2010-09-01 9:46, Francesco Rabbi wrote: >> No, this is a client side problem in file handling, not an HTTP >> problem... You can parallelize billions of download, > Whether or not you _can_, you _shouldn't_. The HTTP spec is quite clear > on this point. RFC2616 makes for great reading, and the *majority* of it is superbly thought through. I spent years with a copy close-to-hand at all times. > We'd get much better performance than we're getting now if we fixed the > servers to support persistent connections; there's a lot of overhead in > setting up a new connection - extra round trips plus TCP slow-start. Concur. However, persistent connections (and possibly pipelining) will pretty much mean that you'll need to make sure you're maintaining a priority-queue of textures to fetch. Otherwise it will *feel* slower to the end-user even if it is actually faster in total fetch-and-render time. I've been down this road before.
-- Tateru Nino http://dwellonit.taterunino.net/ _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges