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	<title>Comments on: Shengri La Spirit</title>
	<atom:link href="http://shenlei.com/2008/05/20/shengri-la-spirit/feed/" rel="self" type="application/rss+xml" />
	<link>http://shenlei.com/2008/05/20/shengri-la-spirit/</link>
	<description>Enabling Designers to Achieve Their Dreams</description>
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		<title>By: Shenlei</title>
		<link>http://shenlei.com/2008/05/20/shengri-la-spirit/#comment-153</link>
		<dc:creator><![CDATA[Shenlei]]></dc:creator>
		<pubDate>Tue, 27 May 2008 13:01:50 +0000</pubDate>
		<guid isPermaLink="false">http://shenlei.wordpress.com/2008/05/20/shengri-la-spirit/#comment-153</guid>
		<description><![CDATA[Well, given that I have about 40,000 items in my sl tm inventory, 1/2 of which are my personally developed content, 2,000 textures isn&#039;t really anything.

And as far as how many are sculpties - tree trunks, lots of flowers, water lilies, little green lights :).  The actual number of sculpti textures are few, the actual number of prims that are sculptis are lots.  Tough to break it down, though, since that wasn&#039;t the point of working Spirit out and I didn&#039;t track that metric.

Our next sim drop will be a pure content sim, where I dump in my textures off my hard drive and start building stuff that will end up in inventory.  We&#039;ll see how things go with inventory, and how the asset server manages larger inventory issues.]]></description>
		<content:encoded><![CDATA[<p>Well, given that I have about 40,000 items in my sl tm inventory, 1/2 of which are my personally developed content, 2,000 textures isn&#8217;t really anything.</p>
<p>And as far as how many are sculpties &#8211; tree trunks, lots of flowers, water lilies, little green lights <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .  The actual number of sculpti textures are few, the actual number of prims that are sculptis are lots.  Tough to break it down, though, since that wasn&#8217;t the point of working Spirit out and I didn&#8217;t track that metric.</p>
<p>Our next sim drop will be a pure content sim, where I dump in my textures off my hard drive and start building stuff that will end up in inventory.  We&#8217;ll see how things go with inventory, and how the asset server manages larger inventory issues.</p>
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		<title>By: slconceptual</title>
		<link>http://shenlei.com/2008/05/20/shengri-la-spirit/#comment-151</link>
		<dc:creator><![CDATA[slconceptual]]></dc:creator>
		<pubDate>Sat, 24 May 2008 11:54:04 +0000</pubDate>
		<guid isPermaLink="false">http://shenlei.wordpress.com/2008/05/20/shengri-la-spirit/#comment-151</guid>
		<description><![CDATA[Also interesting that you consider 2000+ textures to be a small load :-)

How many of those are sculpties? I find on the main grid that sculpties are always the last thing to load and seem to take far longer than anything else - strange when you consider that sculpty textures are always smaller than the average.]]></description>
		<content:encoded><![CDATA[<p>Also interesting that you consider 2000+ textures to be a small load <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>How many of those are sculpties? I find on the main grid that sculpties are always the last thing to load and seem to take far longer than anything else &#8211; strange when you consider that sculpty textures are always smaller than the average.</p>
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		<title>By: Shenlei</title>
		<link>http://shenlei.com/2008/05/20/shengri-la-spirit/#comment-149</link>
		<dc:creator><![CDATA[Shenlei]]></dc:creator>
		<pubDate>Wed, 21 May 2008 13:21:36 +0000</pubDate>
		<guid isPermaLink="false">http://shenlei.wordpress.com/2008/05/20/shengri-la-spirit/#comment-149</guid>
		<description><![CDATA[Interesting question, but not one that is going to be answered immediately.  Eventually we&#039;ll find out how the Blades work with OpenSim with a full load of avatars, textures, scripts, etc.  But right now, we&#039;re alpha testing a specific aspect of an OpenSim installation on IBM Blades: performance of the box under massive prim load.  

I push on the box till I break it.  My IBM technology team then goes in and figures out what I broke, and they fix it.  When the system is ready again, I go in and hammer till I break it.  Eventually we&#039;ll find out some range of prim load that these particular machines can support under given conditions, which offers a benchmark to the technology team working on this project.

It&#039;s very important to remember that openSim is still new code.  It&#039;s equally important to remember that dumping in a ton of stuff and expecting even a crack technology team to go &#039;fix it&#039; would slow the process down immensely. There is in fact a method to the madness, it&#039;s not just all swirling chaos. 

Spirit currently has a pretty heavy prim load; a small texture load, and an even tinier script load.  The avatar load of course, is miniscule.  To put it in perspective: 41,000+ prims; 2,000+ textures; 100+ scripts; 6 avatars who have access to Spirit (Yes, it&#039;s a very restricted access list.  Getting into this red velvet club is pretty much impossible at this time.)

My next IBM-hosted OpenSim will be a content development sim - where I dump in my tens of thousands textures into inventory, start building a range of prim-based objects, and we start looking at how inventory gets handled.  I feel very confident about my ability to give solid feedback to our team, since I worked on the Sloan Digital Sky Survey project back when that was one of only two very large scale database projects out there.  I will specifically be hammering on the code that handles how the asset server manages inventory: e.g., database stuff.

We&#039;ll see how things in there go...]]></description>
		<content:encoded><![CDATA[<p>Interesting question, but not one that is going to be answered immediately.  Eventually we&#8217;ll find out how the Blades work with OpenSim with a full load of avatars, textures, scripts, etc.  But right now, we&#8217;re alpha testing a specific aspect of an OpenSim installation on IBM Blades: performance of the box under massive prim load.  </p>
<p>I push on the box till I break it.  My IBM technology team then goes in and figures out what I broke, and they fix it.  When the system is ready again, I go in and hammer till I break it.  Eventually we&#8217;ll find out some range of prim load that these particular machines can support under given conditions, which offers a benchmark to the technology team working on this project.</p>
<p>It&#8217;s very important to remember that openSim is still new code.  It&#8217;s equally important to remember that dumping in a ton of stuff and expecting even a crack technology team to go &#8216;fix it&#8217; would slow the process down immensely. There is in fact a method to the madness, it&#8217;s not just all swirling chaos. </p>
<p>Spirit currently has a pretty heavy prim load; a small texture load, and an even tinier script load.  The avatar load of course, is miniscule.  To put it in perspective: 41,000+ prims; 2,000+ textures; 100+ scripts; 6 avatars who have access to Spirit (Yes, it&#8217;s a very restricted access list.  Getting into this red velvet club is pretty much impossible at this time.)</p>
<p>My next IBM-hosted OpenSim will be a content development sim &#8211; where I dump in my tens of thousands textures into inventory, start building a range of prim-based objects, and we start looking at how inventory gets handled.  I feel very confident about my ability to give solid feedback to our team, since I worked on the Sloan Digital Sky Survey project back when that was one of only two very large scale database projects out there.  I will specifically be hammering on the code that handles how the asset server manages inventory: e.g., database stuff.</p>
<p>We&#8217;ll see how things in there go&#8230;</p>
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