Additionally to that, the amount of traffic that goes through the actual
sim these days has been highly reduced with bringing textures, mesh and
materials onto the sim-external HTTP pipeline that isn't bound to a single
sim.

Of course there is still people who feverishly set their texture pipeline
to UDP because that's what they did a year ago when the HTTP pipeline was
less mature. One of those people has more impact on the performance on
sim-entry than any person with a 3k bandwidth setting, but HTTP-enabled
texture pipeline, will ever cause these days.


On Wed, Jul 31, 2013 at 2:28 AM, Darien Caldwell
<darien.caldw...@gmail.com>wrote:

> Problem with your example is, you assume the % of bandwidth is constant.
> If downloading data was a constant 40% or 4%, I would agree. But SL is a
> very bursty service. Once you have the data for the scene, it uses very,
> very little bandwidth at all. So all of that bandwidth is not being
> utilized constantly. If a sim has 39 people who have been there awhile, and
> they are each using 1% (which is more likely a number), there's a lot of
> spare bandwidth. no reason it can't be utilized to quickly get the new
> arrival also down to 1%.
>
> Now should all 40 people arrive at once, and all try to download the whole
> sim (and each other) all at one time, sure they could be some contention.
> But that's what Servers are made to do, route, prioritize, and serve data.
> Considering at high speeds, 12 sims worth of data can be downloaded in 1-2
> minutes (which is a ridiculous worst case scenario, but happens since LL
> won't realistically limit draw distances), they are unlikely to tie things
> up for long. And people with very slow connections are already used to
> loading times that order on 10-15 mintues or more. No amount of giving them
> a larger share is going to improve that. They are their own bottleneck.
>
> So no matter how you slice it, limiting fast connections to uber-slow
> speeds isn't going to actually help anyone.  It sounds a bit
> like schadenfreude toward people who can afford a good connection; "make
> them wait like I have to".
>
> But that's ok. being limited to 3kbps isn't horrible. It could certainly
> be worse.
>
> But it could certainly be better.
>
>
> On Tue, Jul 30, 2013 at 3:04 PM, Argent Stonecutter <
> secret.arg...@gmail.com> wrote:
>
>> On 2013-07-30, at 10:25, Carlo Wood <ca...@alinoe.com> wrote:
>> > Well, since everyone has to download the same amount of data
>> > in the end, its rather hard to use a "disproportional" amount
>> > of resources, unless a viewer just downloads the SAME thing
>> > over and over again, which would be severe bug.
>>
>> Let's say we have avatar A and avatar B. Avatar A is throttled to 4% of
>> the spare bandwidth of a sim, and avatar B has a nice fast pipe and us
>> capable of using 40% of the spare bandwidth of the sim.
>>
>> Avatar A arrives, and slows everyone down by 4% for 10 minutes. Nobody
>> notices. Even if half a dozen such avatars arrive, nobody cares.
>>
>> Avatar B arrives, and slows everyone down by 40% for 1 minute. If you
>> have multiple such avatars arriving at the same time, you'll have a pretty
>> sick sim.
>>
>> Avatar B is using a disproportional amount of the available bandwidth.
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