[Opensim-users] Map V2 and hypergrid
It took me some time to understand that we have two distinct map systems. Map V1 stores maptiles in the asset server. Map V2 uploads them in a directory using MapImageServerURI internally, and serves them to the viewer through MapTileURL GIVEN DURING LOGIN. And that's the whole problem because V2 viewers won't see the map in hypergrid since (I suppose) their map is bound to their login grid. On June, 2011, Diva Canto wrote : Note that, for the time being, V2 map will get considerably confused on HG teleports. The first step was to make the map work. The next step is fixing the map for the Hypergrid. There's a brute-force way of doing it, and there's an elegant way of doing it. The elegant way of doing it requires collaboration with viewer developers. Let's see what we can do together (end quote) This is not implemented in the latest Firestorm, when the old and venerable Imprudence displays the map perfectly in hypergrid. So my question : is there any way to force V2 viewers to use V1 map? -- Jeff ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
Re: [Opensim-users] Map V2 and hypergrid
Diva and lkalif got together at one point and did something that made it so that (with Singularity [and I suppose Replex, now]) the local grid's map tiles would display after you made an HG TP. I even vaguely recall setting up my grid to provide the map tiles for that, so that visitors could see my map, but I don't recall what exactly they and I did, anymore. I don't know how many other grids might have made the grid-side change, as I did. But with it, I think the only tile you couldn't see was when you search for the remote region in your map. Maybe if we can dredge up what it was they did, and what the grid-die change was again, we could get the change in Firestorm and get grids to make the change they need to, too. -ste On 9/11/14, 9:24 AM, Jeff Kelley wrote: It took me some time to understand that we have two distinct map systems. Map V1 stores maptiles in the asset server. Map V2 uploads them in a directory using MapImageServerURI internally, and serves them to the viewer through MapTileURL GIVEN DURING LOGIN. And that's the whole problem because V2 viewers won't see the map in hypergrid since (I suppose) their map is bound to their login grid. On June, 2011, Diva Canto wrote : Note that, for the time being, V2 map will get considerably confused on HG teleports. The first step was to make the map work. The next step is fixing the map for the Hypergrid. There's a brute-force way of doing it, and there's an elegant way of doing it. The elegant way of doing it requires collaboration with viewer developers. Let's see what we can do togetherŠ (end quote) This is not implemented in the latest Firestorm, when the old and venerable Imprudence displays the map perfectly in hypergrid. So my question : is there any way to force V2 viewers to use V1 map? -- Jeff ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
[Opensim-users] Theoretical limit on maximum number of NPCs on a region
Hello, As I recorded this clip http://youtu.be/7qYYj709RCA I was wondering how much more NPCs can be created in one region, I did not experience any slow down whatsoever. Or may be the question is not relevant because it just depends on the CPU resources and memory available. In any case, let me know. Ramesh -- 'Consider how the lilies grow. They do not labor or spin.' *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel: 208-240-0040 LinkedIn http://www.linkedin.com/in/rameshramloll, DeepSemaphore LLC http://www.deepsemaphore.com, RezMela http://www.rezmela.com, Google+ profile https://plus.google.com/103652369558830540272/about ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
Re: [Opensim-users] Theoretical limit on maximum number of NPCs on a region
Hello, Forgot to mention that the environment associated with the NPC clip was running on kitely. Ramesh On Thu, Sep 11, 2014 at 5:11 PM, Dr Ramesh Ramloll r.raml...@gmail.com wrote: Hello, As I recorded this clip http://youtu.be/7qYYj709RCA I was wondering how much more NPCs can be created in one region, I did not experience any slow down whatsoever. Or may be the question is not relevant because it just depends on the CPU resources and memory available. In any case, let me know. Ramesh -- 'Consider how the lilies grow. They do not labor or spin.' *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel: 208-240-0040 LinkedIn http://www.linkedin.com/in/rameshramloll, DeepSemaphore LLC http://www.deepsemaphore.com, RezMela http://www.rezmela.com, Google+ profile https://plus.google.com/103652369558830540272/about -- 'Consider how the lilies grow. They do not labor or spin.' *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel: 208-240-0040 LinkedIn http://www.linkedin.com/in/rameshramloll, DeepSemaphore LLC http://www.deepsemaphore.com, RezMela http://www.rezmela.com, Google+ profile https://plus.google.com/103652369558830540272/about ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
Re: [Opensim-users] Theoretical limit on maximum number of NPCs on a region
The biggest bottleneck for NPCs will be the Viewer and its ability to render them, I have had 1000+ very basic almost near ruth like NPCs running around no problem, however as you will see in this video https://www.youtube.com/watch?v=ljLlbF0mzwQ that 40 of my alien avatars which is aproximately 150,000 prims moving around really does a number on the viewer, just make sure your avatars are as optimized as possible and you can easily have 100's of NPCs no problem. On Thu, Sep 11, 2014 at 6:49 PM, Dahlia Trimble dahliatrim...@gmail.com wrote: Scripted NPCs have much less overhead than normal avatars and are probably not much more load than any other scripted physical object as they don't have any networking overhead or require remote scene state synchronization as normal avatars/viewers do. What would matter is how many normal viewers are sharing the region, as any NPC appearances and actions would need to be sent to all viewers. So, having a few hundred NPCs might work when only one normal avatar is present but would likely bog down and fail as more normal avatars are added. On Thu, Sep 11, 2014 at 2:14 PM, Dr Ramesh Ramloll r.raml...@gmail.com wrote: Hello, Forgot to mention that the environment associated with the NPC clip was running on kitely. Ramesh On Thu, Sep 11, 2014 at 5:11 PM, Dr Ramesh Ramloll r.raml...@gmail.com wrote: Hello, As I recorded this clip http://youtu.be/7qYYj709RCA I was wondering how much more NPCs can be created in one region, I did not experience any slow down whatsoever. Or may be the question is not relevant because it just depends on the CPU resources and memory available. In any case, let me know. Ramesh -- 'Consider how the lilies grow. They do not labor or spin.' *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel: 208-240-0040 LinkedIn http://www.linkedin.com/in/rameshramloll, DeepSemaphore LLC http://www.deepsemaphore.com, RezMela http://www.rezmela.com, Google+ profile https://plus.google.com/103652369558830540272/about -- 'Consider how the lilies grow. They do not labor or spin.' *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel: 208-240-0040 LinkedIn http://www.linkedin.com/in/rameshramloll, DeepSemaphore LLC http://www.deepsemaphore.com, RezMela http://www.rezmela.com, Google+ profile https://plus.google.com/103652369558830540272/about ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users -- Michael Emory Cerquoni ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
Re: [Opensim-users] Theoretical limit on maximum number of NPCs on a region
From: Dr Ramesh Ramloll r.raml...@gmail.com ... I was wondering how much more NPCs can be created in one region, I did not experience any slow down whatsoever. Or may be the question is not relevant because it just depends on the CPU resources and memory available. In any case, let me know. Ramesh I have been doing NPC development and testing on the MOSES grid for almost a year now. My NPCs are 1/2 scale rigged mesh with prim and mesh objects attached to them. They are also all equipped with an AO attached as a HUD object. I cannot say that I am aware of any theoretical limit on the number that can be placed in a region, but there are practical limits when you start generating large numbers. One of the load tests I designed used 24 synchronized NPC generators to put 2800 NPC avatars into a regular 0.7.6 OpenSim region. Each of the avatars was seated on a scripted bench, which cycled through a series of animations. Subsets (40-200) of the NPCs were directed to walk/run/fly between predetermined destinations and then return to their benches. All 2800 of the NPC's were then logged out. The load test was considered successful only if all portions of the test were completed without crashing the server. As a practical matter, it took almost an hour to log all of the NPCs in. Once all the NPCs were in world, groups of 20 were activated to move around the sim for approximately 45 minutes. As many as 300 NPCs were mobile at any single time. It then took more than an hour to log them all back out. Sim performance was dependent on a number of factors, and was seemed most affected by generating the NPCs, using in-world scripted objects to communicate the destinations they were to move to, and then the process of logging them out. If I eliminate the walking around aspect of the tests, I have had as many as 3400 NPCs in a region at one time. Doug Osborn ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
Re: [Opensim-users] Theoretical limit on maximum number of NPCs on a region
Thanks Doug for sharing. What you are doing is indeed impressive. 3400 is pretty high and to know that a region still functions with so many NPCs is kind of comforting to me. Ramesh On Thu, Sep 11, 2014 at 11:16 PM, dz d...@bitzend.net wrote: From: Dr Ramesh Ramloll r.raml...@gmail.com ... I was wondering how much more NPCs can be created in one region, I did not experience any slow down whatsoever. Or may be the question is not relevant because it just depends on the CPU resources and memory available. In any case, let me know. Ramesh I have been doing NPC development and testing on the MOSES grid for almost a year now. My NPCs are 1/2 scale rigged mesh with prim and mesh objects attached to them. They are also all equipped with an AO attached as a HUD object. I cannot say that I am aware of any theoretical limit on the number that can be placed in a region, but there are practical limits when you start generating large numbers. One of the load tests I designed used 24 synchronized NPC generators to put 2800 NPC avatars into a regular 0.7.6 OpenSim region. Each of the avatars was seated on a scripted bench, which cycled through a series of animations. Subsets (40-200) of the NPCs were directed to walk/run/fly between predetermined destinations and then return to their benches. All 2800 of the NPC's were then logged out. The load test was considered successful only if all portions of the test were completed without crashing the server. As a practical matter, it took almost an hour to log all of the NPCs in. Once all the NPCs were in world, groups of 20 were activated to move around the sim for approximately 45 minutes. As many as 300 NPCs were mobile at any single time. It then took more than an hour to log them all back out. Sim performance was dependent on a number of factors, and was seemed most affected by generating the NPCs, using in-world scripted objects to communicate the destinations they were to move to, and then the process of logging them out. If I eliminate the walking around aspect of the tests, I have had as many as 3400 NPCs in a region at one time. Doug Osborn ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users -- 'Consider how the lilies grow. They do not labor or spin.' *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel: 208-240-0040 LinkedIn http://www.linkedin.com/in/rameshramloll, DeepSemaphore LLC http://www.deepsemaphore.com, RezMela http://www.rezmela.com, Google+ profile https://plus.google.com/103652369558830540272/about ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users