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	<title>Comments on: Oops, I Did It Again: 34,559 prims in Shengri La Spirit</title>
	<atom:link href="http://shenlei.com/2008/05/12/oops-i-did-it-again-34559-prims-in-shengri-la-spirit/feed/" rel="self" type="application/rss+xml" />
	<link>http://shenlei.com/2008/05/12/oops-i-did-it-again-34559-prims-in-shengri-la-spirit/</link>
	<description>Enabling Designers to Achieve Their Dreams</description>
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		<title>By: Shenlei</title>
		<link>http://shenlei.com/2008/05/12/oops-i-did-it-again-34559-prims-in-shengri-la-spirit/#comment-126</link>
		<dc:creator><![CDATA[Shenlei]]></dc:creator>
		<pubDate>Tue, 13 May 2008 14:12:37 +0000</pubDate>
		<guid isPermaLink="false">http://shenlei.wordpress.com/?p=229#comment-126</guid>
		<description><![CDATA[Hi Teravus -

I will try to get you a screen shot of that if it is helpful in pushing the envelope.  

The Blade is still in the process of being tuned, and certainly we&#039;re learning a lot about the way the prim load affects the working environment.  I&#039;m going to keep going and adding in content until the system won&#039;t let me, and then Spirit becomes a bit of a lab for tuning space.  

What I&#039;m NOT doing with Spirit right now is pushing my inventory or texturing very hard.  That&#039;s not what Spirit is for - she exists so we can look at sheer brute numbers.  
I&#039;ve already noted some oddities in how OpenSim handles inventory and I&#039;ll definitely begin feeding that back into the community to look at as I start pushing on content development.

Hi Adam -

This is interesting information about the viewer.  However, I do have to note from the bleeding edge that while people keep telling me that the prim limit number is an arbitrary number, we did hit a weird wall last week at 28,000 prims that unsettled the installation so badly that Spirit just kept crashing.  Spirit has been stabilized now, but I am definitely approaching the whole prim limit question with greater caution as we begin climbing into higher numbers. Having robust hardware is definitely helping shake out the limits, which  I think will show us where issues of scalability need to be looked at.  

We really ARE trying to find the thin crackly edge of where stability begins to fragment.  Right now, Spirit is performing very well.  Every now and again the asset server hiccups - usually if I am asking the system to do something it regards as egregious (copying more than 300 prims at a time for example).  But overall, building in Spirit even with 30,000 prims isn&#039;t particularly painful.  I just have to be sensitive to what this very young software can deliver to me.

So I guess we really will see if the prim limit is arbitrary or if there&#039;s a hard limit where the system just grinds to a halt.  

~Shenlei
PS: Teravus - someone told me you implemented attachments....YAY to you!]]></description>
		<content:encoded><![CDATA[<p>Hi Teravus -</p>
<p>I will try to get you a screen shot of that if it is helpful in pushing the envelope.  </p>
<p>The Blade is still in the process of being tuned, and certainly we&#8217;re learning a lot about the way the prim load affects the working environment.  I&#8217;m going to keep going and adding in content until the system won&#8217;t let me, and then Spirit becomes a bit of a lab for tuning space.  </p>
<p>What I&#8217;m NOT doing with Spirit right now is pushing my inventory or texturing very hard.  That&#8217;s not what Spirit is for &#8211; she exists so we can look at sheer brute numbers.<br />
I&#8217;ve already noted some oddities in how OpenSim handles inventory and I&#8217;ll definitely begin feeding that back into the community to look at as I start pushing on content development.</p>
<p>Hi Adam -</p>
<p>This is interesting information about the viewer.  However, I do have to note from the bleeding edge that while people keep telling me that the prim limit number is an arbitrary number, we did hit a weird wall last week at 28,000 prims that unsettled the installation so badly that Spirit just kept crashing.  Spirit has been stabilized now, but I am definitely approaching the whole prim limit question with greater caution as we begin climbing into higher numbers. Having robust hardware is definitely helping shake out the limits, which  I think will show us where issues of scalability need to be looked at.  </p>
<p>We really ARE trying to find the thin crackly edge of where stability begins to fragment.  Right now, Spirit is performing very well.  Every now and again the asset server hiccups &#8211; usually if I am asking the system to do something it regards as egregious (copying more than 300 prims at a time for example).  But overall, building in Spirit even with 30,000 prims isn&#8217;t particularly painful.  I just have to be sensitive to what this very young software can deliver to me.</p>
<p>So I guess we really will see if the prim limit is arbitrary or if there&#8217;s a hard limit where the system just grinds to a halt.  </p>
<p>~Shenlei<br />
PS: Teravus &#8211; someone told me you implemented attachments&#8230;.YAY to you!</p>
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	<item>
		<title>By: Adam Frisby</title>
		<link>http://shenlei.com/2008/05/12/oops-i-did-it-again-34559-prims-in-shengri-la-spirit/#comment-125</link>
		<dc:creator><![CDATA[Adam Frisby]]></dc:creator>
		<pubDate>Tue, 13 May 2008 12:33:25 +0000</pubDate>
		<guid isPermaLink="false">http://shenlei.wordpress.com/?p=229#comment-125</guid>
		<description><![CDATA[Actually... that 45,000 is only a visual representation (it&#039;s the highest number the viewer is capable of showing) - there&#039;s no actual limit. You should be able to stack a million prims in a region as long as the hardware holds up.]]></description>
		<content:encoded><![CDATA[<p>Actually&#8230; that 45,000 is only a visual representation (it&#8217;s the highest number the viewer is capable of showing) &#8211; there&#8217;s no actual limit. You should be able to stack a million prims in a region as long as the hardware holds up.</p>
]]></content:encoded>
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		<title>By: Teravus Ousley</title>
		<link>http://shenlei.com/2008/05/12/oops-i-did-it-again-34559-prims-in-shengri-la-spirit/#comment-124</link>
		<dc:creator><![CDATA[Teravus Ousley]]></dc:creator>
		<pubDate>Tue, 13 May 2008 06:22:22 +0000</pubDate>
		<guid isPermaLink="false">http://shenlei.wordpress.com/?p=229#comment-124</guid>
		<description><![CDATA[Great work there!

Glad to see you pushing the limits :D   I&#039;ve only tested it to 20.000.

It would be great to see the Simulator Statistics (sim stats) and the Sim time section. :D

You may already know this, however, to open the sim stats viewer, you click View ---&gt; Statistics Bar.

Then expand the &#039;Simulator&#039; section by clicking on it.

Then expand the &#039;Time (ms)&#039; section by clicking on it.
(sometimes the &#039;Time (ms)&#039; section takes a second click to open.

Love to hear from you on that!
Best Regards

Teravus]]></description>
		<content:encoded><![CDATA[<p>Great work there!</p>
<p>Glad to see you pushing the limits <img src='http://s0.wp.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />    I&#8217;ve only tested it to 20.000.</p>
<p>It would be great to see the Simulator Statistics (sim stats) and the Sim time section. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>You may already know this, however, to open the sim stats viewer, you click View &#8212;&gt; Statistics Bar.</p>
<p>Then expand the &#8216;Simulator&#8217; section by clicking on it.</p>
<p>Then expand the &#8216;Time (ms)&#8217; section by clicking on it.<br />
(sometimes the &#8216;Time (ms)&#8217; section takes a second click to open.</p>
<p>Love to hear from you on that!<br />
Best Regards</p>
<p>Teravus</p>
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