[Opensim-dev] networking issues

2011-03-28 Thread Mic Bowman
Over the last several weeks, Dan Lake I have been looking some of the networking performance issues in opensim. As always, our concerns are with the problems caused by very complex scenes with very large numbers of avatars. However, I think some of the issues we have found will generally improve

Re: [Opensim-dev] networking issues

2011-03-28 Thread Teravus Ovares
Here are a few facts that I've personally discovered while working with LLClientView. 1. It has been noted that people with poor connections to the simulator do consume more bandwidth, cpu, and have a generally worse experience. This has been tested and profiled extensively.This may seem

Re: [Opensim-dev] networking issues

2011-03-28 Thread Melanie
Hi, sounds great. Some things to consider: - Some actions require explicit sending of a packet which is an update packet, but is used for special cases. Sit, stand, changing group tags, creating/joining groups are all such cases where special care needs to be taken. - Resend is evil for static

Re: [Opensim-dev] networking issues

2011-03-28 Thread James Hughes
Thanks Mic, I look forward to testing this. I have been chasing network issues that show up as wildly different performance experienced by users that are in the same simulator with others having similar connections and workstations. A couple of weeks ago I heard about something called

Re: [Opensim-dev] networking issues

2011-03-28 Thread Melanie
No, we can't discard small changes. As the avatar comes closer, they would be seen out of place, e.g. someone building in the distance would move prims and then you come closer to look and all prims would be out of place. Melanie Dahlia Trimble wrote: a couple thoughts.. Perhaps resend

Re: [Opensim-dev] networking issues

2011-03-28 Thread Dahlia Trimble
I believe the buffer-bloat problem is more related to TCP than UDP. UDP is probably affected as some ISPs may choose to discard UDP traffic when excessive congestion occurs. On Mon, Mar 28, 2011 at 11:41 AM, James Hughes jam...@bluewallgroup.comwrote: Thanks Mic, I look forward to testing

Re: [Opensim-dev] networking issues

2011-03-28 Thread Melanie
For avatars yes. But prim updates can never be discarded, no matter how trivial, because they establish new persistent state. Melanie Dahlia Trimble wrote: the viewer discards small changes anyway if avatar imposters are enabled On Mon, Mar 28, 2011 at 11:54 AM, Melanie mela...@t-data.com

Re: [Opensim-dev] networking issues

2011-03-28 Thread Dahlia Trimble
yes, which is why I said discard them when new updates occur. On Mon, Mar 28, 2011 at 12:03 PM, Melanie mela...@t-data.com wrote: For avatars yes. But prim updates can never be discarded, no matter how trivial, because they establish new persistent state. Melanie Dahlia Trimble wrote:

Re: [Opensim-dev] networking issues

2011-03-28 Thread Mic Bowman
the only thing we've touched so far is the entity update queue. that's all avatar updates prim updates. we haven't touched any of the other packets. the resend focus would be for prims avatar updates only. --mic On Mon, Mar 28, 2011 at 11:19 AM, Melanie mela...@t-data.com wrote: Hi, sounds

Re: [Opensim-dev] networking issues

2011-03-28 Thread Mic Bowman
Yeah... and i think it was your post that got us thinking about how the multiple layers of buffering were hurting performance here. thanks for the original post. In poking around at this issue... one thing I've found (completely anecdotally) is that when we put a reasonable cap on per client bw,

Re: [Opensim-dev] networking issues

2011-03-28 Thread Mic Bowman
comments below... On Mon, Mar 28, 2011 at 11:49 AM, Dahlia Trimble dahliatrim...@gmail.comwrote: a couple thoughts.. Perhaps resend timeout period could be a function of throttle setting and/or measured packet acknowledgement time per-client? (provided we measure it). That may prevent

Re: [Opensim-dev] networking issues

2011-03-28 Thread James Hughes
On 03/28/2011 03:27 PM, Mic Bowman wrote: Yeah... and i think it was your post that got us thinking about how the multiple layers of buffering were hurting performance here. thanks for the original post. In poking around at this issue... one thing I've found (completely anecdotally) is that

Re: [Opensim-dev] networking issues

2011-03-28 Thread Dahlia Trimble
I'm not sure how often the viewer adjusts but I have seen message on the linux viewer console which mentioned throttle adjustments. At the time they seemed quite frequent, perhaps in tens of seconds between messages. On Mon, Mar 28, 2011 at 12:34 PM, Mic Bowman cmick...@gmail.com wrote:

Re: [Opensim-dev] networking issues

2011-03-28 Thread Michael Cerquoni
I have been testing this on my 16 region mega region sandbox on OSgrid, I have noticed that my Racer performs much better than it has in the past, alot less slow downs and jerky behavior. Great stuff so far, I can not wait to see more, Thanks Mic and everyone at Intel Labs. On Mon, Mar 28, 2011