although, that probably is how they do it, because every time you switch regions in SL, it acts as though you're moving to a different server by reporting such in the chat window
huh
what if i offload the heaviest regions to another server
No wonder I’m experiencing rubber banding with 28 regions across 8 simulators on 1 server haha
But I’m going to try to allocate 1 core per simulator, that might fix it. OpenSim/SL is pretty old software, no way it needs more than 1 core per simulator
@valerie It may be old, but the big issue is latency: Modern virtualization takes a lot of shortcuts to split hardware between systems, and a sort of "just in time" approach, but the simulator code for SL and OpenSim relies on immediate access to sending CPU instructions and getting results. When it has to wait even a fraction of a microsecond, it triggers a cascade of incorrect physics calculations that can quickly build up to become visible to connected users. This was a massive problem when they moved to AWS too; the CPU requirements per simulator aren't that much, but the CPU *latency* requirements make it extremely difficult to virtualize reliably.
At a minimum, you'll need a dedicated CPU core per simulator that isn't also doing stuff for the OS or virtualization environment.
Yeah, I figured that’s probably what I need. Right now all cores are sharing everything so when one simulator hiccups, everything does
@valerie @lupinia Quick question: How many simulators are you running in #opensim and how many regions does each one have?
I’m asking so that, as a newbie, I can get a rough idea of what you’re talking about. I’m currently planning a simulation with 9 regions in two different sizes, 1024 and 2048. Now I’m wondering whether this issue could affect me as well.
I’m running 8 simulators with 4 512 regions per simulator, and once I give each sim their own thread it should perform as well as second life, I wouldn’t load up a simulator with more than that though I think