The Size of Second Life

Andrew Linden spoke to one of the people in engineering, I suppose the engineers in this case are the hardware and operations people that deal with running Second Life®. It was one of these engineers that got Andrew (more of a software engineer) the current size of the Asset Database.

Image by puuikibeach - Flickr

A couple of days ago Andrew guessed the database was about 4 terabytes. He did know a garbage collection run recently completed and reduced the database by 85%. But, Andrew’s guess was off a bit…

The engineer told Andrew the Asset DB is now 192 terabytes…

Working backward and knowing the current size that is 15% of the previous pre-garbage collection size we can deduce the Asset DB had grown to 1,280 terabytes or 1.3 petabytes or 1,280,000,000,000,000 bytes. That was a huge database and the post-garbage collection size isn’t exactly small.

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#SL Pathfinding Update Week 19

There are lots of interesting bits of news on the Pathfinding topic this week.

In an odd start just as the Pathfinding User group (PFUG) meeting was starting the region was rolled to a new version. I just assumed my viewer had crashed and relogged. By the time I could restart and login, the region was back up. That is a pretty fast restart, but it is ADITI.

The new version is (or may be was by the time you read this) DRTSIM-100D 12.05.10.256426.

Pathfinding User Group

Navmesh Height

If you know region owners that are in the Pathfinding (PF) Beta, let them know the Lindens need user input on what value the community would like for a default HEIGHT for Navmesh. The Lindens will soon have to make a decision and implement it.

This height is the default character height the Pathfinding system assumes for Pathfinding calculations.

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#SL Land Impact Update Week 19

Since my last update on Land Impact Costs changing there has been a decision on how the Lindens will handle sculpties.  In the recent Pathfinding (PF) User Group (PFUG) meeting Falcon Linden reminded us of the new equation for figuring Land Impact Cost.

As Falcon put it, “…sculpts will be capped at 2.0 streaming cost, not 1.0. (Note, that’s a CAP, so if they were less than 2.0 in new accounting before, they’ll still be less than 2.0).”

Ardy Lay asked, “What was jacking up the streaming cost?”

Falcon’s response, “It wasn’t a bug, it was just a formula that, upon further consideration, we decided was not appropriate, i.e., when it was first implemented, it was actually calculating a triangle-based render weight, which for meshes is a good measure of streaming cost, but not for prims.

Yuzuru Jewell asked, “Is the new cost applied to all the objects?

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#SL Damage Control

I heard someone talking about MetaReality having new information from Qarl on the Mesh Deformer Project. So, off I go to listen to it, an hour and 20 minute audio. This one is titled Damage Control, which inspired my title… just in case… never mind.

Well… there is new discussion about the Deformer Drama… but not much on the actual Deformer, nothing that I haven’t already covered. Since I have my notes from the listen I’ll publish them.

Again the time marks are approximate. The descriptions are my take away from the listen. Any resemblance to what is actually in the audio is more than coincidental. Any actual quoting is improbable. But, I did try to convey the ideas expressed in the audio tape.

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#SL Viewer News Week 19

There are a couple of bits of news that I found interesting. First the stable SL Viewer is version 3.3.1 (254524) and the Beta is 3.3.2 (255742). The Development version is 3.3.3 (255954).

New Local Textures

To go along with the viewers we have the current “stable” nVidia driver 296.10. There are some problems with the driver and that translates into problems for those of us using Second Life®. With later builds of the SL Viewer the driver has worked well for me.

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Second Life Wearing All Inventory

This article is about fixing a known problem in Second Life. The fix is simple enough. The cause is a bit odd. It has to do with ‘wearing’ and outfit folder and a selection problem, a sneaky gotcha.

Avatar wearing 90,000 Inventory Items' Rescue Operation Stopped for the Night - Image by Jon Diez Supat

The Firestorm-Phoenix wiki has a page on the problem: wearing_entire_inventory.

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