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Old 08-11-2008, 02:06 PM   #1 (permalink)
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Alright, realistically... limits of OpenSim?

So I'm tooling around my OpenSim setup.

Currently it's 4 adjacent sims running on the same box as my client (and everything else I do, incidentally). I also changed the database for MySQL (which, btw, is highly recommended... the performance boost is very nice).

How many prims am I going to be able to cram into these sims before a) my computer can't handle it, or b) I lose content due to a database crash?

I'm running XP SP2, a dual-core pentium 2.14ghz... and a gig of ram (yes yes, low, I know... I'm poor, working on it).

Any ideas?
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Old 08-11-2008, 02:12 PM   #2 (permalink)
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B shouldn't ever happen.

You may get to the point however where you have so many prims that sending to the client causes issues. (which is more "A" anyway).

That point seems to be tied more to script count that prim count, but personally I recommend keeping to under 20K prims per region - realistically I'd probably do larger more sparse builds with say 16 regions of 5000 prims each vs 4 of 20000.

In English - lots and lots and lots of smaller regions is much better than a few massive ones, by such a huge margin that you could probably have virtually infinite sims if you kept each to say 2000 prims at very minimal scripting.
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Old 08-11-2008, 02:14 PM   #3 (permalink)
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I would also strongly suggest that you backup before updating SVN. I like to be on the bleeding edge and that's bit me in the ass a lot of times with stuff totally becoming unusable after I updated.
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Old 08-11-2008, 02:30 PM   #4 (permalink)
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Originally Posted by Adam Zaius View Post
B shouldn't ever happen.

You may get to the point however where you have so many prims that sending to the client causes issues. (which is more "A" anyway).

That point seems to be tied more to script count that prim count, but personally I recommend keeping to under 20K prims per region - realistically I'd probably do larger more sparse builds with say 16 regions of 5000 prims each vs 4 of 20000.

In English - lots and lots and lots of smaller regions is much better than a few massive ones, by such a huge margin that you could probably have virtually infinite sims if you kept each to say 2000 prims at very minimal scripting.
Hmm.

That might change my building plans somewhat. heh.
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Old 08-11-2008, 02:31 PM   #5 (permalink)
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Originally Posted by Joshua Nightshade View Post
I would also strongly suggest that you backup before updating SVN. I like to be on the bleeding edge and that's bit me in the ass a lot of times with stuff totally becoming unusable after I updated.
Yeah I don't understand SVN at all. I don't know what it is, what it does, or how it can help me.
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Old 08-11-2008, 02:39 PM   #6 (permalink)
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SVN (subversion) is a version control system for source code with a lot of nice features. Yesteryear's version of popular source control system were RCS And CVS, and Bazaar is lurking around the corner.

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Old 08-11-2008, 02:42 PM   #7 (permalink)
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Okay, well, how can I make this work for me?
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Old 08-11-2008, 03:43 PM   #8 (permalink)
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Another thing that makes a lot of difference is how often you restart, I find that after about 4 hours of building, or 1 hour when working with over sized prims the sim needs a restart. When texture repeats start taking on random values it is time to restart the sim(s). if you don't then in short order tex rot, glow, color, full bright, mapping method & bump maps are randomized next. if you continue to try to build you get toxic prims that crash the client if deleted touched or edited.
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Old 08-11-2008, 03:56 PM   #9 (permalink)
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So, I guess I updated to the newest version with SVN.

But now, prims are being sent to the client very. slowly.

Like, less than one prim a second.

And all my textures are gone
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Old 08-11-2008, 03:57 PM   #10 (permalink)
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What did you do?
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Old 08-11-2008, 04:09 PM   #11 (permalink)
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Quote:
Originally Posted by Joshua Nightshade View Post
What did you do?
I installed TortoiseSVN to load up the SVN.

I backed up OpenSim, exported XML files, etc.

I installed the new version of OpenSim (5811) with SVN.

I then downloaded MS Visual Studio C# 2005 to compile.

It compiled or whatever.

I had to nuke the MySQL table because OpenSim kept crashing, so it's a fresh MySQL database again.

But now when I run the client and server, I get ping spikes of like 1000ms and the prims load very slowly, or not at all.
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Old 08-11-2008, 04:10 PM   #12 (permalink)
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You don't need Visual Studio, once you've updated run prebuild.bat, and then compile.bat and that's all you have to have.

Don't know about the prim stuff though, try restarting the sims and/or adjust your bandwidth slider in the viewer. Too high or too little can cause problems.
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Old 08-11-2008, 04:14 PM   #13 (permalink)
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the last few SVN's are unstable even the OpenLife grid is having to roll back / patch.
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Old 08-11-2008, 04:15 PM   #14 (permalink)
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My sims on OSGrid are running on 5774 which seems stable, it's been that way since last week.
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Old 08-11-2008, 04:21 PM   #15 (permalink)
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Quote:
Originally Posted by Joshua Nightshade View Post
You don't need Visual Studio, once you've updated run prebuild.bat, and then compile.bat and that's all you have to have.
The kids on #opensim said I needed it :|

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Don't know about the prim stuff though, try restarting the sims and/or adjust your bandwidth slider in the viewer. Too high or too little can cause problems.

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Old 08-11-2008, 04:21 PM   #16 (permalink)
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You don't need it.
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Old 08-11-2008, 04:21 PM   #17 (permalink)
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Quote:
Originally Posted by Lordfly Digeridoo View Post
So, I guess I updated to the newest version with SVN.

But now, prims are being sent to the client very. slowly.

Like, less than one prim a second.

And all my textures are gone
Ahhhh thanks!

I did a fresh install of OpenSim last night with the SVN and it ran good on my PC but all of the sudden my wife's PC is running it like crap. Same exact thing.. prims take forever to load, even the island slowly loads piece by piece. Textures are either missing or take a long time to update. I have been trying like hell to figure out what was wrong since SL works perfectly for her.

You just helped me out tons, LF. Sorry for your experience.. but yay me!
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Old 08-11-2008, 04:27 PM   #18 (permalink)
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How did I help? It sounds like you're fine, but your wife's isn't with the same version?
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Old 08-11-2008, 04:35 PM   #19 (permalink)
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Aaaaand now it's magically working again. Still have to replace all the textures by hand, but...
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Old 08-11-2008, 04:37 PM   #20 (permalink)
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Quote:
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How did I help? It sounds like you're fine, but your wife's isn't with the same version?
Because you just showed me it is likely the SVN and not something wrong with the network.

I have tested, proded and gone insane since last night. So it is a relief to hear it is not something beyond just downloading the official version to fix. Or even grab my backup from my second hard drive. I like being bleeding edge myself.. but stability rocks too. hehe

BTW, Adam if you are reading let those OSGrid types know the last official build was July 1. Time for a new one they don't wanna get like OpenLife and slack. j/k

And it does get "better" at times. I was flying around.. building..attatching etc on her's a bit ago and thought it was cured then it started again.

Makes me want to do this:
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Old 08-11-2008, 05:13 PM   #21 (permalink)
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oh also...

Apparently I no longer own any of my prims on my sims since this debacle started.

Is there a way to batch-convert the owner/creator of all of these prims from the non-existent original av (since i wiped his db) to the new one?
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Old 08-11-2008, 09:47 PM   #22 (permalink)
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I don't think so. When I set up the grid for the first time I input Macphisto Angelus for the master name (overriding the Test User toon). This way all land is in your name too. You may want to delete the default (and any other region files) in the .bin/regions folder and star