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	<title>Adam Frisby &#187; usage</title>
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		<title>The Imaginary 45K Wall</title>
		<link>http://www.adamfrisby.com/blog/2009/11/the-imaginary-45k-wall/</link>
		<comments>http://www.adamfrisby.com/blog/2009/11/the-imaginary-45k-wall/#comments</comments>
		<pubDate>Mon, 02 Nov 2009 14:41:53 +0000</pubDate>
		<dc:creator>Adam Frisby</dc:creator>
				<category><![CDATA[OpenSim]]></category>
		<category><![CDATA[SimHost]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[prim counts]]></category>
		<category><![CDATA[resources]]></category>
		<category><![CDATA[usage]]></category>

		<guid isPermaLink="false">http://www.adamfrisby.com/blog/?p=487</guid>
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I see on a fairly regularly basis reports that OpenSim supports 45,000 prims versus Second Life®&#8217;s 15,000. It&#8217;s rubbish; but it comes from a somewhat logical source. The viewer itself will not display more than 45,000 objects in the &#8216;prims parcel supports&#8217; field. There&#8217;s no technical reason for it &#8211; it just clamps the value [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.adamfrisby.com/blog/wp-content/uploads/kohala_680px.png"><img class="alignnone size-full wp-image-499" title="Kohala (the SimHost region on OSgrid)" src="http://www.adamfrisby.com/blog/wp-content/uploads/kohala_680px.png" alt="Kohala (the SimHost region on OSgrid)" width="680" height="251" /></a></p>
<p>I see on a fairly regularly basis reports that OpenSim supports 45,000 prims versus Second Life®&#8217;s 15,000. It&#8217;s rubbish; but it comes from a somewhat logical source. The viewer itself will not display more than 45,000 objects in the &#8216;prims parcel supports&#8217; field. There&#8217;s no technical reason for it &#8211; it just clamps the value (and I&#8217;m not entirely sure why). If OpenSim is set to unlimited prims (or 99,999,999), the viewer will show it as &#8216;Supports 45,000 Prims&#8217; and not what it really is (&#8217;Supports &#8220;99,999,999&#8243; prims&#8217;).</p>
<p>But, you can go well above that boundary. Some of Shenlei&#8217;s Leviathan builds are now breaking the 160,000 primitive count mark (and I have no doubt she intends to push it further!), but those builds are <em>incredibly intensive</em> on other aspects of the system, particularly memory usage. Primitive counts as a resource delimiter have never been accurate as far as underlying consumption goes; how they evolved goes straight back to when SL was still a MMORPG with nifty building tools (circa 2002-2004).</p>
<p>This is evident in SL &#8211; certain scripts cause &#8220;lag&#8221;, popular clubs can block other users from accessing the region (by eating up the whole max avatar count) &#8211; neither of these is factored into the current resource limits. This is applicable in OpenSim too &#8211; an unscripted region will behave better than a scripted one, an empty region will have uptimes measured in months, a popular one in days (or hours).</p>
<p>So, with this entry I aim to do two things &#8211; first dispell the myth that OpenSim supports 45K primitives. That is incorrect &#8211; OpenSim supports whatever you tell it to handle, whether it behaves is up to the underlying consumption required for your build, and what you are hosting it on. And second &#8211; clarify where the limits really are, and how you can optimise them.</p>
<p>With SimHost, we needed to give a number to our potential customers that is indicative of their usage, in a manner that can be understood like prim counts, but reflects the actual capacity used. We decided to go with RAM usage &#8211; this is because memory is the primary requirement of the OpenSim software. The amount of memory a region needs is pretty much directly proportional to all the other requirements (scripts need a roughly equal amount of memory as CPU, so do avatars, prims, etc.). There are other limits too &#8211; network bandwidth, processor usage, etc. All of these can become a bottleneck depending on the design of a region.</p>
<p>To give you a rough estimate of capacity-by-memory, one of our heavier customers has a 10,000 prim sim which hosts weekly meetings; it&#8217;s somewhat scripted &#8211; memory use for this region is between 405MB (Resident) and 1070MB (Total). Each avatar to the region adds between 20 and 50mb to the &#8220;resident&#8221; figure (and when occupied, some of the paged memory moves into the resident as it is accessed). If you use this as an example &#8211; 1024MB of resident memory should get you a &#8220;standard region equivilent&#8221;; if you want to start pushing on it further, then you might want to allocate 2GB dedicated to the region.</p>
<p>Network bandwidth is directly tied to # of avatars plus, # of primitives plus, # and size of textures. You can drop your bandwidth requirements fairly dramatically simply by building more efficiently, encouraging texture re-use, optimising your textures, etc. Sculpties actually work to your benefit here &#8211; since they can replace many prims with just one; and that one is &#8216;instanced&#8217; &#8211; so that every copy you use, is only downloaded once by the viewer.</p>
<p>Processor usage is generally not a problem; to avoid any issues &#8211; giving a region a dedicated core will let it do it&#8217;s own thing. Scripts are about the only thing that can really push this figure (and physics to a much lesser degree). With recent updates to OpenSim enabling much larger concurrencies &#8211; processor usage is beggining to appear; but an average user will often struggle to push an average CPU core usage of more than 10%.</p>
<p>So, next time you see the claim that &#8216;OpenSim supports 45,000 prims&#8217; (as I often do) &#8211; think of it not as a hard limit, or even a ballpark figure that is remotely accurate. OpenSim will try serve whatever you tell it to &#8212; but whether it does so successfully is more likely to be up to other factors relating to the underlying hardware; than the software itself.</p>
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