Simulator User Group/Transcripts/2012.11.02

Simulator_User_Group
Prev 2012.10.30	Next 2012.11.06
== List of Speakers ==
Andrew Linden 	Ardy Lay
Baker Linden 	Davido Chrome
KrissHall 	Lucia Nightfire
Mike Denneny 	Nalates Urriah
Rex Cronon 	Simon Linden
TankMaster Finesmith	Theresa Tennyson
Toysoldier Thor 	Zeebster Colasanti
== Transcript ==
[16:02] Mike Denneny: Hello Andrew
[16:02] Mike Denneny: and everyone
[16:02] Andrew Linden: Hello.
[16:02] Mike Denneny: haha
[16:02] Rex Cronon: hi andrew
[16:02] Rex Cronon: hi mike
[16:03] Baker Linden: Hello everyone
[16:03] Mike Denneny: hi
[16:03] Rex Cronon: hi baker
[16:04] Andrew Linden: I think Simon might be working on some emergency problem, so it's just me and Baker.
[16:04] Ardy Lay: What spastic thing is that chart recording?
[16:05] Davido Chrome: Sim performance.
[16:05] Ardy Lay: I see the blue is some accumulation of the red but what is the red?
[16:05] Rex Cronon: nr of bugs killed by lindens in the last 24 hours;)
[16:05] Andrew Linden: Unfortunately, I've been heads-down on my interestlist project, so I only have news about that.
[16:05] Ardy Lay: "performance"? How is that formulator? What are the factors?
[16:05] Davido Chrome: I don't know. :D
[16:06] Andrew Linden: the chart is measuring some performance metric. Maybe fps? or maybe some real-time script benchmark?
[16:06] Lucia Nightfire: mesh whale
[16:06] Ardy Lay: It seems to drop to zero when the region agent count increases.
[16:06] Andrew Linden: the blue is just a running average of the red, so it has a delayed and smoothed shape
[16:07] Davido Chrome: Why is there a mini hand under Cheeseys big hand?
[16:07] Zeebster Colasanti: can't see anything yet, lol. chart is still rezzing :)
[16:07] Baker Linden: looks like I need to change the attachment point of my sunglasses, lol
[16:08] Andrew Linden: really Zeebster? perhaps you have particles disabled in your viewer?
[16:08] Andrew Linden: It uses particles for the data points
[16:08] Zeebster Colasanti: i'll take a look. should be enabled...
[16:09] Andrew Linden: The only news I've got is that I'm still trying to fix a performance degradation in my new code
[16:09] Zeebster Colasanti: ok that's better, thank you ;)
[16:09] Toysoldier Thor: who let the zoo gates open tonight
[16:10] Andrew Linden: there is a "crowd of avatars" benchmark that is not working as fast in my code
[16:10] Andrew Linden: but I *think* I've figured out the last bit. Now just trying to test my experimental fix.
[16:10] Andrew Linden: Lets see... what is going promoted next week?...
[16:11] Simon Linden: The code that's on LeTigre and Bluesteel will be promoted to the main channel on Tuesday, assuming nothing surprises us this weekend
[16:11] Andrew Linden: It looks like what is on BlueSteel and LeTigre is getting promoted on Tuesday...
[16:11] Andrew Linden: what Simon said.
[16:11] Zeebster Colasanti: so Andrew, this is showing current performance, with about a minute window showing on the screen?
[16:11] Simon Linden: On Wednesday the maintenance code that's on Magnum will get updated with a few fixes
[16:12] Andrew Linden: Zeebster, the chart is showing recent history. Not a full minute.
[16:12] Simon Linden: And Bluesteel and LeTigre will get the next bug fix server in the pipeline- so the same stuff that's on Magnum, plus more (hopefully) goodness
[16:12] Zeebster Colasanti: ok
[16:13] Andrew Linden: The dips in simulator performance are mostly correlated with avatars teleporting in/out of the region.
[16:13] Baker Linden: My large group stuff is on Magnum now -- not just Snack RC! You still need my development viewer, and hopefully firestorm will have the new code released.
[16:13] Baker Linden looks at tank
[16:14] Andrew Linden: Ok, I guess the table is open.
[16:14] Davido Chrome: What about the interestlist thing with physical PF-charachters and people on vehicles floating around if you aren't looking at them?
[16:14] Andrew Linden: Davido, I think maybe that is fixed in my code, but I haven't yet tested it.
[16:14] Andrew Linden: You can currently test on Ahern on aditi.
[16:15] Andrew Linden: My code is deployed there for internal testing atm.
[16:15] Davido Chrome: Ok, I would need to get some people there I guess.
[16:15] Theresa Tennyson: Is the new interest list code headed to RC after you fix the group performance issue?
[16:15] Davido Chrome: On a day when I aint so damn tired...
[16:15] TankMaster Finesmith: oh high, baker :D
[16:16] Baker Linden: :D
[16:16] Andrew Linden: The current state of that code is (I think): slight performance degredation when standing in large crowds, and private parcels don't work quite right.
[16:16] TankMaster Finesmith: we have a internal meeting tomrrow to talk about the next release, but now with your fixes out, its become a higher priority to get a new release out
[16:16] Toysoldier Thor: So regarding BUG-355. I know you lindens are aware of the Sim Lag/Stale-out situation that seems to have reared its head around the time of PathFinder's release onto the grid.
BUT, I dont think you Lindens fully appreciate the magnitude / impact these "SIM GOES STUPID" Network stale-out problems are to inworld. This is not just some minor annoyance. A lot of time and effort is wasted. Costs are wasted and Revenue is lost.
[16:17] Toysoldier Thor: EX. Last Sunday I was the feature artist at Paris Metro - a huge high-profile gala event planned for weeks. A high priced top singer was hired. A reach of 80,000 people were invited through countless social media and invites to attend. And 10 minutes into the event - as I feared - the sim went so lagged no one could move. Then everyone was crashed out of the sim for 15 more minutes. This Crash ruined a major event! Only a portion of the initially intended audience returned.
What is being done about this? What serious Diagnostics are taking place? Why has the JIRA had ZERO updates to it even though the forum thread has been pumping you all with loads of information?
[16:17] Lucia Nightfire: words
[16:17] Rex Cronon: SIM_GOES_STUPID is that new constant:)
[16:18] Lucia Nightfire: I hope so
[16:18] Lucia Nightfire: would answer alot of questions
[16:18] Toysoldier Thor: The best description that has been used is "The Sim Network Traffic Stales Out"
[16:18] Mike Denneny: Thor much of what you are explaining is why mainly high profile things have left, it's just taking LL time to adjust.
[16:18] Simon Linden: We mentioned before that the code that's now on Magnum - which does need a few fixes it will get next week - should help overloaded regions.
[16:19] Rex Cronon: toysoldier. why didn't u do it at a sim corner? it might have helped
[16:19] Toysoldier Thor: so u know what is staling out the network on the servers then?
[16:19] Ardy Lay: I am going to be mean and ask for a definition of "overloaded regions".
[16:19] Toysoldier Thor: i cant control where the fashion designer sim is... i was a guest artist
[16:20] Toysoldier Thor: this is NOT overloaded regions in my opinion
[16:20] Toysoldier Thor: i showed how one sim 2 nights ago had 84 ppl on it and was running fine
[16:20] Simon Linden: I'm pretty sure there is not a simple, single cause here
[16:20] Simon Linden: How many AVs were on the region?
[16:20] Toysoldier Thor: network traffic was over 7mbps from he OS
[16:21] Davido Chrome: If you pay for a region that is advertized to handle 100 people it needs to handle 100 people.
[16:21] Ardy Lay: I don't think so either, really, as we used to be able to pack 60 in and survive with TD ~= 0.8 Now, the region dies when we exceed 40.
[16:21] Toysoldier Thor: the one last weekend at my event started going stupid at 20 and crashed at 54
[16:22] Rex Cronon: these events should really require those that attend to take off all their scripts
[16:22] Lucia Nightfire: its mroe to it taht just numbers, its object updating and scripts active and agents moving, etc that cause the high timings
[16:22] Mike Denneny: It's to bad more than one processor can't be allocated based on the islands needs.
[16:22] Toysoldier Thor: this is not an overloaded sim issue from what i see. You can see from the reported stats that he PPS of the sim just stalls out
[16:22] Toysoldier Thor: scripts were low
[16:23] Toysoldier Thor: everything else we could see on the Perf Stats were reasonable
[16:23] Toysoldier Thor: it was only the network that staled out
[16:23] Toysoldier Thor: then pending UP and DOWN loads build up - and BOOM the sim crashes
[16:23] Rex Cronon: could voice have something to do with it?
[16:23] Davido Chrome: Isn't voice run on an external server?
[16:23] Ardy Lay: Is region I/O stalling when an agent or child agent has a bad connection?
[16:24] Toysoldier Thor: either LL has bugs in their code (possible from path finder) or you have a new unknown exploit
[16:24] Andrew Linden: Voice is on an separate (external) server, yes.
[16:24] Mike Denneny: I've noticed when im going to have many people on my island if i disable Collisions and Non Group scripts I find lag drastically reduced.
[16:24] Toysoldier Thor: i think voice is just a coincidence
[16:24] Toysoldier Thor: its stream not voice BTW
[16:24] Toysoldier Thor: the live events seem to attract large crowds
[16:25] Davido Chrome: Stream is definitely external.
[16:25] Toysoldier Thor: i agree
[16:25] Rex Cronon: was pathfinding off?
[16:25] Toysoldier Thor: unless its used as an exploit somehow?? just a theory (like redzone was)
[16:25] Ardy Lay: I have a live event tonight. I expect trouble.
[16:26] Toysoldier Thor: but redzone was a viewer exploit
[16:26] Lucia Nightfire: lol, there are more exploit you'd have to worry about than how redzone worked
[16:26] Toysoldier Thor: Sorry if I sound frustrated Lindens but if you were me last sunday when the sim was crashing during a HUGE event that many of us put a ton of time and $ and effort into, maybe you all would understand that this is not just some minor inconvenience. I was spitting fire last weekend as were many others.
[16:27] Zeebster Colasanti: when we used to run fashion shows, we have discovered that we got best performance when we split the event across two sims, with one set aside exclusively for the models, the DJ and so on, with public access turned off, and the other sim with public access but scripts turned off. no issue with lag there whatsoever
[16:27] Simon Linden: I understand its' really frustrating
[16:27] Ardy Lay: I spent most of the day dealing with a sick telephone switch. I am not looking forward to dealing with sick simulators.
[16:28] Toysoldier Thor: can i ask a question..... the sim stats on the stats window... is that reporting network stats from the OS or the sim?
[16:28] Andrew Linden: I believe that chart is showing sim FPS, as measured by an LSL script.
[16:28] Lucia Nightfire: turnign public scripting off helps alot, but also reducing nonessential rezzed prim count too
[16:29] Ardy Lay: stats window in the viewer?
[16:29] Lucia Nightfire: ctrl shit 1
[16:29] Ardy Lay: Yes, that one.
[16:29] Toysoldier Thor: someone suggeted that another sim might be hogging all the network serving bandwidth on the os. but i cant see how a sim know how many PPS its using. I suspect the stat is from the OS. Correct?
[16:29] Lucia Nightfire: oops
[16:29] Zeebster Colasanti: absolutely. and also reducing number of unique textures. it's downloading all them textures that kills the network when a bunch of avatars all tp in at the start of an event
[16:29] Lucia Nightfire: meant *shift
[16:29] Lucia Nightfire: sorry about that, lol
[16:29] Davido Chrome: No collisions should help a lot too. Would give the physics engine a whole lot less to do.
[16:30] Toysoldier Thor: ppl.... the SIM NETWORK STALE issue is not because of scripts and textures
[16:30] Toysoldier Thor: go to the thread and look at the stats windows
[16:30] Lucia Nightfire: yes, collisions and pf off if unbordered will help
[16:30] Andrew Linden: Zeebster, is your viewer using the new or old texture download queue? Do you know? Which viewer is it?
[16:30] Meeter: Timecheck : User Group is half over
[16:31] Zeebster Colasanti: version 3.4
[16:31] Mike Denneny: IT would almost be cool if SL could securely make some peer to peer options
[16:31] Davido Chrome: Toy, doesn't sound like that no, something broke per user bandwidth throttling perhaps?
[16:31] Mike Denneny: that way if someone already has textures downloaded they could sacrifice some upload to new users.
[16:31] Andrew Linden: Of the official viewer? ok that would be using the HTTP texture download system
[16:31] Andrew Linden: which does try to download a lot of textures at once
[16:32] Davido Chrome: Maybe just full perm things for P2P? Wouldn't need security.
[16:32] Andrew Linden: and can overwhelm some of the lower quality consumer grade home routers
[16:32] Toysoldier Thor: on the thred i show a sim that had 84 avatars on it and it had a PPS of 7331 ! and yet a Staled out sim could not even reach 500
[16:32] Toysoldier Thor: This is a healthy one: http://community.secondlife.com/t5/image/serverpage/image-id/97335i61BAC92A8CD49508/image-size/original?v=mpbl-1&px=-1
[16:32] Rex Cronon: andrew the sim crashed not their home computers
[16:32] Ardy Lay: TCP throughput is highly dependent on round trip time.
[16:33] Toysoldier Thor: this is last sundays staled out one: http://community.secondlife.com/t5/image/serverpage/image-id/96871i489FB0D9D31CF379/image-size/original?v=mpbl-1&px=-1
[16:33] Andrew Linden: btw ToySoldier, what region suffered the crash on Sunday?
[16:33] Toysoldier Thor: Paris Metro
[16:34] Toysoldier Thor: i just sent u the LM
[16:34] Toysoldier Thor: that sim seems real bad even on normal nights
[16:34] Toysoldier Thor: i was told LL moved another problem sim to a new server and their problem went away
[16:34] Toysoldier Thor: so could it be a bug in the OS?
[16:34] Rex Cronon: that sim was doing 4fps. wow
[16:34] Davido Chrome: Come to think of it, the seven seas fishing events at the cobras tend to wreck havoc on sim performance, and I don't think there are ever more than 30 people, max.
[16:35] Toysoldier Thor: REx... we could not move!
[16:35] Andrew Linden: Odd... I can't find that region...
[16:35] Toysoldier Thor: i gave you the LM andrew
[16:35] Toysoldier Thor: http://maps.secondlife.com/secondlife//123/25/22
[16:35] Rex Cronon: lag like that usually happens when lots of physicalgriefing objects r rezzed non-stop
[16:36] Toysoldier Thor: oops
[16:36] Toysoldier Thor: wrong one
[16:36] Andrew Linden: Ah, Paris Couture
[16:36] Toysoldier Thor: yess
[16:36] Toysoldier Thor: a very popular sim
[16:36] Davido Chrome: Though it might be that those fishing rods and fish servers are really inefficiently scripted...
[16:36] Toysoldier Thor: and their sim is bad even on low traffic
[16:36] Rex Cronon: btw. the closer a sim gets to 15k prims the more lag u have
[16:37] Rex Cronon: and i am quite sure that sim also has meshes
[16:37] Toysoldier Thor: it just seems the situation got massively worse since around path finders release
[16:37] Toysoldier Thor: coincidence?
[16:37] Toysoldier Thor: dont know
[16:37] Davido Chrome: Rex, can that be mitigated by designing simplified physics shapes, from prims, and using physics shape none a lot?
[16:38] Toysoldier Thor: last question..... is there any value posting any more stats on the thread?
[16:38] Toysoldier Thor: no lindens are participating in the discussions
[16:38] Toysoldier Thor: jira is not being updated
[16:38] Andrew Linden: You mean on the BUG-355 thread?
[16:38] Rex Cronon: i don't know davido. the lindens might have a better idea
[16:38] Toysoldier Thor: yes
[16:39] Toysoldier Thor: http://community.secondlife.com/t5/Second-Life-Server/Increase-in-Instant-SIM-LAG-amp-Crashes-During-Larger-Events/m-p/1683765#U1683765
[16:39] Lucia Nightfire: physics shape none should nto be handled by the physics engine, so the more use where applicable teh better
[16:39] Andrew Linden: Oh I see, there is a link to a forum thread.
[16:40] Toysoldier Thor: yes
[16:40] Andrew Linden: Yeah, the posts to the thread help, when it comes to doing forensics.
[16:40] Toysoldier Thor: i cross linked the jira to the thread
[16:40] Toysoldier Thor: since residents can no longer share jira discussions
[16:40] Andrew Linden: The info we need the most is the date+time+region when the problem happened.
[16:41] Rex Cronon: imo if u reduce the number of prims in sim(1000-6000), the number of scripts, ask guests to take off all scripted atachemnts than the sim might not crash.
[16:41] Andrew Linden: Most of the other stats that might reported (number of avatars for example) would be in the logs in one form or another.
[16:41] Toysoldier Thor: i had to stop reporting Sim since one sim owner got pissed off
[16:41] Toysoldier Thor: so u will have to ask me privately
[16:41] Toysoldier Thor: i cant get logs as i do not own these sims
[16:42] Toysoldier Thor: u lindens will have to do that work
[16:42] Ardy Lay: Rex, that's like telling me not to use the capacity of my Ethernet switch to prevent it from malfunctioning.
[16:42] Toysoldier Thor: ok i hogged enough time... i just wanna see this fixed as do MANY other (Toy shuts up now)
[16:42] Andrew Linden: Hrm... I wonder if there is some server lag bomb that is being employed on these regions.
[16:43] Ardy Lay: Andrew, Come to the event tonight and find out.
[16:43] Andrew Linden: Well Toysoldier, when the sim goes bad, send me an email direct. I might have some time on Saturday to dig around to see what I can find.
[16:44] Andrew Linden: I need the timestamp+region_name
[16:44] Ardy Lay: Events are easy enough to find. THe ones with live music seem to draw crowds
[16:44] Toysoldier Thor: ok i can do that
[16:44] Davido Chrome: Couldn't you put out some monitoring software that starts logging when regions get a lot of visitors and raises a flag if region FPS goes below 10?
[16:44] Andrew Linden: or send me an IM, it will route to my email.
[16:44] Rex Cronon: nope ardy. that is like telling u not to stress that switch. the less has to do the better r the chances of not braking:)
[16:44] Toysoldier Thor: i dont know your email.... IM me with it
[16:44] Toysoldier Thor: ok
[16:44] Toysoldier Thor: i will send u an IM
[16:44] Ardy Lay: Rex, 100$ loaded is not stressing it.
[16:44] Ardy Lay: 100%
[16:45] Toysoldier Thor: how far back can yoru logs go? i know the date time and region of the older ones
[16:45] Rex Cronon: andrew. it could be a moded viewer.
[16:45] Andrew Linden: logs from Friday will still be around on Saturday
[16:46] Andrew Linden: our logs used to go back 7 days
[16:46] Rex Cronon: but in that case u have to check everything that was sent/received by every viewer
[16:46] Toysoldier Thor: ok
[16:46] Andrew Linden: things are a little spottier now, and sometimes only go back two or three days
[16:46] Andrew Linden: we don't log everything
[16:46] Ardy Lay: Rex, I do expect simulator performance to be more curved than that of a good switch. But I don't expect the curve to be so wobbly.
[16:47] Andrew Linden: but if there is a packet storm, or some system that is being stressed out, there may be clues in the logs
[16:47] Rex Cronon: it was just a sugestion ardy
[16:47] Toysoldier Thor: i agree andrew
[16:48] Toysoldier Thor: my question earlier.... are the PPS network stats on the perf window reporting from a SIM or OS soure?
[16:48] Toysoldier Thor: that is a critical factor
[16:48] Ardy Lay: A properly performing system might have a performance curve that is predictable without pathological behavior cropping up. This seems pathological and needs fixing.
[16:48] Andrew Linden: PPS = ?
[16:48] Toysoldier Thor: packets per second
[16:48] Ardy Lay: packets per second
[16:48] Ardy Lay: And unacknowledged
[16:48] Andrew Linden: That is measured by the sim, not the OS.
[16:49] Ardy Lay: Is that TCP? UDP? some combination?
[16:49] Toysoldier Thor: interesting.... is there any way to see OS stats?
[16:49] Andrew Linden: Ardy, if you're looking at the CTRTL + 1 stats, then they would be UDP
[16:49] Ardy Lay: Is it counting core traffic? Client traffic>
[16:49] Zeebster Colasanti: do you have network resource limits set for each sim container, or does each sim have the ability to saturate the network pipe of the entire server?
[16:49] Toysoldier Thor: so an oversubscribed OS/HW could be hogging network from other sims?
[16:50] Baker Linden: Toy, I see in your post that the crash happened after the audio stream was switched
[16:50] Andrew Linden: theoretically possible Toysoldier, but that wouldn't be my first theory
[16:50] Toysoldier Thor: yes the first times.... but not always
[16:51] Toysoldier Thor: last week the streams was active for about 10 minutes but the sim was degrading fast...
[16:51] Baker Linden: when they switch streams, do they just simply paste the new stream in the land panel (I don't know what to call it -- but where you set the stream in the about land dialog window)
[16:51] Toysoldier Thor: yes baker
[16:51] Andrew Linden: Ardy, I think that those packet stats are for the entire sim, so core + clients
[16:51] Toysoldier Thor: about the same crowd is there and the hosts switches streams to the new artist
[16:51] Andrew Linden: we don't differentiate those at the stats level
[16:52] Baker Linden: would that be the same way that clubs do it, when they switch to a new DJ or something?
[16:52] Andrew Linden: so this region is showing about 500 packets in and 800 packets out
[16:52] Toysoldier Thor: too bad the perf stats window does not report OS packets in and out
[16:53] Baker Linden: I mean, I just have a stream on my land that plays the station I always listen to -- I don't really know how club MC's do it
[16:53] Toysoldier Thor: sorry to everyone else for this topic hogging the hour
[16:53] Ardy Lay: So, if UDP is getting queued up by something, I would have to assume you are simulating reliable delivery or virtual circuits and that traffic is either getting delayed or the delay is in waiting for receipt acknowledgment.
[16:53] Simon Linden: Streams are 99% outside of SL - all SL does is pass that URL around. Everything else - the connection, data, playback - is between the viewer and taht stream server
[16:53] Toysoldier Thor: Baker... they change the stream all the times to the new musicians
[16:53] Baker Linden: ok
[16:53] Zeebster Colasanti: unfortunately i must run. take care everyone. thank you for the meeting, Andrew and company :)
[16:53] Rex Cronon: tc
[16:54] Toysoldier Thor: yess - i dont think the STREAM is actually the culprit
[16:54] Davido Chrome: I never got viewer to play streams in Linux, so I copypaste them into VLC when at such events.
[16:54] Nalates Urriah: Thanks Lindens - Bye all
[16:54] Toysoldier Thor: bye Nai
[16:55] Rex Cronon: tc
[16:55] Toysoldier Thor: ok andrew - i will IM u next time
[16:55] Toysoldier Thor: when it happens
[16:55] Meeter: Timecheck : User Group is almost over
[16:56] Andrew Linden: btw, it looks like Paris Couture has about 10k prims, and about 2.5k textures.
[16:56] Toysoldier Thor: is that good?
[16:56] TankMaster Finesmith: thats a lot
[16:56] Andrew Linden: I think 2.5k textures is a bit on the high side, but am not sure.
[16:56] Toysoldier Thor: i think that sim seems stressed even when its quiet
[16:56] Andrew Linden: well, 10k prims should be fine
[16:56] Toysoldier Thor: remember - she is a top high profile fashion designer in SL
[16:56] Toysoldier Thor: of a huge store
[16:57] Lucia Nightfire: might explain that image timing, heh
[16:57] Andrew Linden: script count matters, but I don't have that count handy yet
[16:57] Ardy Lay: 40 people arriving with 256 meter draw distance might generate a bit of texture fetch traffic.
[16:57] Toysoldier Thor: the script timing during the crash was low
[16:57] Andrew Linden: right, I've seen other texture heavy builds. Usually in large stores.
[16:57] TankMaster Finesmith: only 256?
[16:57] Ardy Lay: Textures-R-Us
[16:57] Ardy Lay: That place is VERY texture heavy
[16:57] Davido Chrome: Enough to see from border to border...
[16:58] Davido Chrome: 256 is
[16:58] KrissHall: wondering if i know which creator now, might, been to a place once with "quite alot" of textures :S
[16:58] TankMaster Finesmith: mare rose is known for its massive # of textures
[16:58] Ardy Lay: The displays keep rotating them too.
[16:58] Toysoldier Thor: look andrew - this was during the crash.....
[16:58] Toysoldier Thor: http://community.secondlife.com/t5/image/serverpage/image-id/96871i489FB0D9D31CF379/image-size/original?v=mpbl-1&px=-1
[16:58] TankMaster Finesmith: bare*
[16:58] Andrew Linden: I've been running some interestlist performance tests on a very texture heavy region... I think it has more like 4k textures at least.
[16:58] Andrew Linden: 2.5k are visible when standing in the center looking East
[16:58] Andrew Linden: and there are another few k behind to the west
[16:59] Toysoldier Thor: then u can use her sim as a test for a heavy burdened texture sim
[16:59] Davido Chrome: Before you go, Megaregion status!
[16:59] TankMaster Finesmith: ?
[16:59] Rex Cronon: it could be copied to the beta server for testing
[16:59] Davido Chrome: I mean, we still want Megaregions?
[17:00] TankMaster Finesmith: ll not going to do large regions
[17:00] Andrew Linden: Davido, you're wondering if we're working on megaregions? (> 256 meters on a side?)
[17:00] Davido Chrome: Yeah
[17:00] Andrew Linden: Simon did some research into that, to see how hard it would be.
[17:00] Andrew Linden: I think he said it was quite a bit harder than he initially expected.
[17:00] Meeter: Thank you for coming to the Server User Group
[17:01] Davido Chrome: Oh well. Thank you for the meeting!
[17:01] Andrew Linden: Which is code language for "we're probably not going to do that". Certainly not in the short term.
[17:01] Toysoldier Thor: lol
[17:01] Ardy Lay: texture cache hit rate 77%
[17:01] Toysoldier Thor: its in the list with VLMs
[17:01] Toysoldier Thor: hehe
[17:01] Davido Chrome: VLM, scares me.
Simulator_User_Group
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