User:Zero Linden/Office Hours/2008 Jan 22
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Transcript of Zero Linden's office hours:
[13:01] | Zero Linden: | hi folks |
[13:01] | Goldie Katsu: | Hi Rob |
[13:01] | Rex Cronon: | hi rob |
[13:01] | Harleen Gretzky: | Hi Rob :) |
[13:01] | Zha Ewry: | Hello, oh hippo herder |
[13:01] | Popsy Babii: | hey rob :) |
[13:04] | Tao Takashi: | Hi, invisible and grey people |
[13:04] | Yoa Ogee: | hi everybody |
[13:04] | Rex Cronon: | hi yoa |
[13:05] | Zha Ewry: | Afternoon, Zero ;-) |
[13:05] | Zero Linden: | hello all |
[13:05] | Goldie Katsu: | Hello Zero |
[13:05] | Popsy Babii: | hey zero |
[13:05] | Rex Cronon: | hi zero |
[13:05] | Harleen Gretzky: | Hi Zero :) |
[13:05] | Saijanai Kuhn: | Gord Morning Teacher |
[13:05] | Kurt Stringer: | Hi Zero |
[13:06] | Zha Ewry: | People start grabbing chairs in here about 40 minujtes before you meeting, Zero ;-) |
[13:06] | Zero Linden: | I don't mind sitting on the wall |
[13:06] | Talarus Luan would rather stand. most chairs are not comfortable for wings and tail. :) | |
[13:07] | Goldie Katsu: | I suppose that is better than being on the fence. |
[13:07] | Squirrel Wood: | /ao off |
[13:07] | Arawn Spitteler: | /ao off |
[13:08] | Rex Cronon: | so, what is new zero? |
[13:08] | Zero Linden: | Well - I'm in LL's brand spanking new office in Mountain View, CA |
[13:08] | Zha Ewry: | Zero.. .. are texures still in the UDP pipe? |
[13:08] | Zero Linden: | And we have the rawkin' direct trunk line to the SF co-lo |
[13:08] | Zero Linden: | so, I have this great SL expereince just now |
[13:09] | Zha Ewry: | Cool |
[13:09] | Arawn Spitteler recalls Andrew mentioning something about carrying Plywood Blocks about | |
[13:09] | Zero Linden: | which, I admit, has the downside that I'm not exposed daily to what most resdients suffer through |
[13:09] | Squirrel Wood: | everything loading in ZERO time? ^^ |
[13:09] | Zha Ewry: | I'm seeing about 55 msec ping times, Zero. |
[13:09] | Saijanai Kuhn: | Zero experiences SL in Zero time... |
[13:09] | Zero Linden: | actually, my ping is showing awful - 394ms... |
[13:09] | Sae Juran: | hi all (rezzin) |
[13:10] | Rex Cronon: | u r connected to the source? your network must have something like zero delay time |
[13:10] | Zero Linden: | but, it is just fash |
[13:10] | Rex Cronon: | hi sae |
[13:10] | Zha Ewry's wireless hub is pretty close to the corporate fiber gate into the guts of the internet | |
[13:10] | Zero Linden: | it's a haul, so longer, but almost now packet loss and as much bandwidth as I can take |
[13:10] | Sae Juran: | ops, is your arm fine Saij ? lol |
[13:11] | Zero Linden: | anyhow |
[13:11] | Zha Ewry: | So.. Does anyonje have a list of what's on the various pipes, at the moment, and what's scheduled to move to new pipes? |
[13:11] | Rex Cronon: | mointainview, isn't that close to google? |
[13:11] | Zha Ewry: | We were trying to understand, what things we should push on to make sure they are edge network cache friendly and such |
[13:11] | Zero Linden: | welcome all to my office hours - held in public, by the public, for the public, --- publically! |
[13:11] | Zha Ewry: | Caps totally bust that for a lot of things |
[13:11] | Zero Linden: | Rex - same city |
[13:12] | Zha Ewry blinks as Rex sit on her lap | |
[13:12] | Rex Cronon: | ooops, don't know how i gotthere |
[13:12] | Saijanai Kuhn: | Rex and Zha... OK... |
[13:13] | Sven Cormer: | hallo :-) |
[13:13] | Sae Juran: | what is the topic? if one |
[13:13] | Zha Ewry shrugs I'm tiny, but the client normally doesn't let people sit on me :-) | |
[13:13] | Saijanai Kuhn: | BTW, LIndens, grats on the new record high of ~62K |
[13:13] | Sven Cormer: | german ? |
[13:13] | Zero Linden: | Speaking of the new office - Linden Lab is holding a recruitment party in Mtn View, the end of this month |
[13:13] | Zero Linden: | http://lindenlab.com/vip |
[13:13] | Rex Cronon: | i just zoomd around and next thing i know i was sitting on your chair |
[13:13] | Saijanai Kuhn: | LOL beentrying to get a job with you guys fo r5 months now, Zro... |
[13:14] | Zero Linden: | Now - no topic today that I ahve, but I notice Rob Linden is here - Rob, did yo have anything to bring up? |
[13:14] | Goldie Katsu: | Two left turns Rex. |
[13:14] | blackcrow6667 Garmes: | I applied a month ago .. I'm hoping 2012 is the year for me <3 |
[13:14] | Zha Ewry: | If not, I will pester you mecrilessly about cachable resources, caps, and http dformats |
[13:14] | Zha Ewry: | and will ask Neas to do horrible things with O(n) notation |
[13:15] | Rex Cronon: | what do u mean goldie? |
[13:15] | Zero Linden: | Oooo - Zha - ask^h^h^hpester away |
[13:15] | Zero Linden: | nothing in particular (sorry, caught me looking away) |
[13:15] | Zha Ewry: | Well. right now, I think, the bulk of the netwrok traffic is still on the UDP pipe |
[13:16] | Zha Ewry: | but.. We were ttying to sort out texture load in particular |
[13:16] | Saijanai Kuhn: | 99% I suspect |
[13:16] | Zha Ewry: | And.. wondering how to make sure it caches as well as possible in the levels of the pipes |
[13:16] | Zero Linden: | yes - |
[13:16] | Zero Linden: | well, first offf, 95% percent of traffic is textures - |
[13:16] | Zha Ewry: | For example, Neas, and I, share and edge connection into the web's backbone, with a honking big cache |
[13:16] | Zero Linden: | (might be off by a few percent) |
[13:16] | Zha Ewry: | it would be really, really, nice, if all the textures I load, or he loads, the other can pull off that cache |
[13:17] | Zero Linden: | There is a plan a foot to move ALL that traffice off UDP, into normal HTTP image fetches |
[13:17] | Zha Ewry: | but.. HTTPS, and.. Caps.. will prevent that |
[13:17] | Squirrel Wood noted that the client caching system needs a very major overhaul as it stands... mayhaps start there to reduce traffic load :) | |
[13:17] | Zha Ewry: | Ahh. |
[13:17] | Zha Ewry: | Pure normlal http fetch owuld be good |
[13:17] | Zero Linden: | Those, of course, should be transparently cacheable |
[13:17] | Zha Ewry grins | |
[13:18] | Zha Ewry: | also does some very good n+m vs nxm things for you in terms of caching |
[13:18] | Zero Linden: | The rest, well, I'm not sure the value of caching between grid servers and viewers is worth the complications |
[13:18] | Zha Ewry: | Textures, are the big culprits |
[13:18] | Zha Ewry: | We all share those |
[13:18] | Zha Ewry: | We share far less of the last 5% of the stream |
[13:18] | Zero Linden: | BUT - look at search, things like classifieds and profile pages should (could) be normal HTML pages, with normal HTTP fetches = more caching |
[13:19] | Zero Linden: | Right - so, things like group chat - |
[13:19] | Zero Linden: | probably not worth the extra mechanics to make the chat stream from a group IM session cacheable |
[13:19] | Zha Ewry: | Not only nor worht it, you get all sorts of security pain |
[13:19] | Zero Linden: | well, not "probably", "definitely" |
[13:20] | Zero Linden: | well, I can think of ways to do it and preserve the security - but... too much work |
[13:20] | Zha Ewry: | So.... right now, etexture load is still in the UDP pipe? |
[13:20] | Zero Linden: | more work and more traffic than just making it not cachebale |
[13:20] | Zero Linden: | Zha - yes |
[13:20] | Zero Linden: | the code to do textures over HTTP has been 95% completed for over a year now |
[13:20] | Zha Ewry nods | |
[13:21] | Tao Takashi: | sounds like my projects ;-) |
[13:21] | Zha Ewry: | I think that ha s been said before |
[13:21] | Talarus Luan: | The last 5% must be where 95% of the pain is, then. :P |
[13:21] | Zero Linden: | the probalem is that the there is a bad DOS vector in the code path that we have to fix on the server for it |
[13:21] | Saijanai Kuhn: | LOL |
[13:21] | Jiz Source: | YO YO |
[13:21] | Zero Linden: | and we have an unexplained small percentage of failures during fetching... |
[13:21] | Zha Ewry: | DOS attack? |
[13:21] | Zero Linden: | Denial of Service |
[13:21] | Zha Ewry: | Ouch |
[13:21] | Rex Cronon: | btw, talking about images, u can no longer upload lossless images:( |
[13:22] | Zero Linden: | right now, the simulator, since it mediates all the UDP messages, including textures, can |
[13:22] | Stormbringer Blackflag: | you spend 95% of your time on the first 95% of the project, and then you spend 95% of your time on the last 95% of the project |
[13:22] | Talarus Luan: | Yes, I didn't think you mean Disk Operating System. :P |
[13:22] | Zero Linden: | basically throttle the texture requests from a given client |
[13:22] | Zero Linden: | but, if we send the viewer off to ask for textures from some lovely HTTP texture server in the sky, |
[13:22] | Zero Linden: | well, the HTTP server isn't really keeping track of per-viewer request rates |
[13:22] | Zero Linden: | we need to have it do that in an inexpensive manner |
[13:22] | Zha Ewry: | clueless, probably |
[13:23] | Sae Juran: | could but dont |
[13:23] | Zha Ewry: | And.. in fact.. no reason to assume it's comming from a client, is there? |
[13:23] | Zero Linden: | well - yes, I'm of a like mind |
[13:23] | Zero Linden: | but others are panicy |
[13:24] | Squirrel Wood: | I have a 25mbit connection at hand. I would be happy if SL would make use of it. May put a higher load on the service but for a shorter time. |
[13:24] | Zero Linden: | Exactly - I don't see the problem |
[13:24] | Sae Juran: | cant the sim just "filter/forward" the request for that and/or security reasons? else i can download textures with firefox |
[13:24] | Zha Ewry: | Well, end of day, Sae, the client isgoing to do a bog standard http get |
[13:24] | Talarus Luan: | Something like mod_throttle/mod_curb? |
[13:24] | Zero Linden: | So, I think we'll see some traction on this this quarter |
[13:24] | Zha Ewry: | Not much of a way to control those |
[13:24] | Rex Cronon: | the problem is that textures can be stole |
[13:24] | Saijanai Kuhn: | thoguht most stuff was POST |
[13:25] | Sae Juran: | yes, i was that thinking that secutiry is an issue too, cos if i can access bytes i can steal and upload it |
[13:25] | Zha Ewry: | The stolen issue, is just an ease issue. |
[13:25] | Sae Juran: | and also the point zero said |
[13:25] | Squirrel Wood: | they can be stolen right here and now as well. If you know what to do. |
[13:25] | Stormbringer Blackflag: | rex, they already can be |
[13:25] | Zha Ewry: | All those bytes are accesible now |
[13:26] | Stormbringer Blackflag: | even without http |
[13:26] | Sae Juran: | the sim can evaluate from AV position to forward or not the requested texture |
[13:26] | Zha Ewry: | Granted, itdoes make it a lttle easir |
[13:26] | Zha Ewry: | The Sim.. sholdn't even be on the path, thoe, Sae |
[13:26] | Zero Linden: | Sae - indeed - "you're already soaking in it"... (dating myself again) |
[13:26] | Stormbringer Blackflag: | not by much zha. i have a bot that will download any texture |
[13:26] | Talarus Luan: | I thought that was part of what sim caps were supposed to mitigate. |
[13:26] | Zero Linden: | All those bytes are on your computer right now - |
[13:27] | blackcrow6667 Garmes: | yeah, short of encryption, what can you od ? |
[13:27] | Zero Linden: | and you can extract 'em from your graphics card with open source OpenGL code..... |
[13:27] | Zero Linden: | So..... |
[13:27] | Stormbringer Blackflag: | exactly, it's drm all over again |
[13:27] | Sae Juran: | yes i know but why make it even easier ? lol |
[13:27] | Goldie Katsu slips away to another meeting, resulting in her being here in body but not in spirit. | |
[13:27] | Sae Juran: | also, with the way i figured, it may work on a space-based way, with multiple request at once |
[13:28] | Zha Ewry: | In terms of the web... The goal is to make the http get for a texure as flat as possible |
[13:28] | Rex Cronon: | i guess the sim could say: if u r not the owner of that texture than that texture can't be used in the this sim |
[13:28] | Zha Ewry: | if everyone who fetches the texture uses the same url |
[13:28] | Zha Ewry: | then, and only then, do we get the best caching |
[13:28] | Zero Linden: | well, actually, as the current HTTP code path for textures is constructed, you'll still have to be in-world to get 'em |
[13:28] | Zero Linden: | though I think that should change longer term |
[13:28] | Sae Juran: | like, if i'm here i surely need the texture used about N meters, without adding payloads for each prim |
[13:29] | Zero Linden: | Yes, Zha, true enough |
[13:29] | Zha Ewry: | The more you make it contexual, the more the bog standard web apliances can't help you |
[13:29] | Zero Linden: | Yes - |
[13:29] | Sae Juran: | well i was saying about a sort of prediction system |
[13:30] | Tao Takashi: | but if the actual name of the texture is a UUID then I guess a simple scraping would not be possible anyway |
[13:30] | Zha Ewry: | How are you getting it via login? |
[13:30] | Zero Linden: | Sae - the viewer and simulator right now do a fair bit of computation to figure out what you can see and only send you geometry for those things |
[13:30] | Zha Ewry: | (is there a re-direct) |
[13:30] | Zero Linden: | and in turn the viewer only requests textures for that which it can render |
[13:30] | Zero Linden: | in fact, it will be doing byte-range requests so that it only fetches the MIP levels that it needs |
[13:30] | Sae Juran: | also geometry? i didnt tell anything about what u can really view |
[13:31] | Zha Ewry: | The client sends the frustrum up to the sim |
[13:31] | Zero Linden: | (which was one of the motivations for using JPEG2k, rather than JPEG, since it has that property) |
[13:31] | Zha Ewry: | so it kknows what you can see |
[13:31] | Zero Linden: | "frustrum" is one of my favorite words |
[13:31] | blackcrow6667 Garmes: | lol |
[13:31] | Sae Juran: | the purpose was moslty when u tp somewhere, but i guess it one of latest point in SL todo list |
[13:31] | Zha Ewry: | You allways do progressive encoding, right? |
[13:31] | Zha Ewry: | So you can pull just the first few layers? |
[13:32] | Zero Linden: | And Richard Serra's "Torqued Ellipses", which are cone frustra, is one of my favorite sculptures |
[13:32] | Zero Linden: | Zha, yes |
[13:33] | Zha Ewry: | Zero. We were looking at the long queue |
[13:33] | Zero Linden: | I believe someone here figured out that you can almost always get the first MIP lavel or two in the first 1k |
[13:33] | Zha Ewry: | Is there anything that currenttly shows how that's being done |
[13:33] | Saijanai Kuhn: | long-poll on the queue... |
[13:33] | Zero Linden: | On the sim side? |
[13:34] | Zha Ewry: | and. for agent split, are you going to both split and move things from UDP to caps as you go? |
[13:34] | Zha Ewry: | or move to caps, first, then migrate them capability? |
[13:34] | Talarus Luan: | Probably a gimme(<textureuuid>,<numberofbytes>) message of some kind. |
[13:35] | Zha Ewry is tying to sort out the first steps in stteing up to follow along with that in OpenSim land | |
[13:35] | Squirrel Wood: | gimme <uuid>,<mip-level> ? |
[13:36] | Zero Linden: | Sq.: no, we do byte range fetches from a single URL that names the whole texture |
[13:36] | Zha Ewry: | Ideally, the sim sends down the bytezone markers, I guess |
[13:36] | Zero Linden: | this is better for caching |
[13:36] | Zha Ewry: | and then you ask for them |
[13:36] | Zero Linden: | Zha - no real need, and that requires the sims to read the textures |
[13:36] | Talarus Luan: | Well, if there is a directory in the jpeg2k file that is preloaded, that would work, too, I guess. |
[13:36] | Zero Linden: | the HUGE win for HTTP texture change isn't really the move of textures from UDP to TCP (thought that is a win of sorts) |
[13:37] | Zha Ewry: | Well, read them once, and store the metadata, but yeah |
[13:37] | Zero Linden: | it is that the simulator no longer has to have the textures flow thourgh them at all |
[13:37] | Talarus Luan: | It is to get it off the sims' back |
[13:37] | Zha Ewry: | right |
[13:37] | Zha Ewry: | Ok. So.. the sim sends down the UUIDs |
[13:37] | blackcrow6667 Garmes: | so a little loss moving to TCP but a great gain that way |
[13:37] | Zha Ewry: | the client hopefully looks in the cache |
[13:37] | Tao Takashi: | maybe it should send whole URLs so it can also be an external texture |
[13:38] | Zero Linden: | actually, we measure, despite the TCP and HTTP overheads, a net gain on the network traffic side |
[13:38] | Zha Ewry: | and then, needs to decide how much to get |
[13:38] | Zero Linden: | ! |
[13:38] | Zha Ewry: | Does it double pump? |
[13:38] | Zha Ewry: | (get the first bit, then ask for the byte range?) |
[13:38] | Zero Linden: | Zha - yes, the texture pipeline in the viewer I belive always asks for the first 1k first |
[13:38] | Zha Ewry goes hmmmmm | |
[13:39] | Zero Linden: | this is good as it gets the squid cache on our side to fetch the whole texture locally |
[13:39] | Zha Ewry nods | |
[13:39] | Zero Linden: | (squid, on seeing a byte-range request, requests the whole thing and then serves the range) |
[13:39] | Zha Ewry: | That can come out of a network edge cache too, yes? |
[13:39] | Zha Ewry: | or. is it too deeply hidden? |
[13:39] | Zero Linden: | So that by the time the viewer asks for the next byte range, the whole texture is in the squid on the machine where the viewer is talking |
[13:40] | Tao Takashi: | squid is per sim I guess? |
[13:40] | Zero Linden: | Zha - I think in this first iteration, it will not be externally cacheable |
[13:40] | Zha Ewry: | ahhh |
[13:40] | Zha Ewry nods | |
[13:40] | Talarus Luan: | No, there is a squid for a group of sims, I believe. |
[13:40] | Zha Ewry: | one per four, I think |
[13:41] | Zha Ewry: | three? |
[13:41] | Talarus Luan: | Well, servers, really, not sims |
[13:41] | Zha Ewry mutters | |
[13:41] | Zero Linden: | wel, there is one squid per sim host |
[13:41] | Zero Linden: | sim hosts usually have four regions on 'em |
[13:41] | Zha Ewry: | but sim hosts hold mutiple regions, yes? |
[13:41] | Zero Linden: | though can have 16 void regions |
[13:41] | Talarus Luan: | So you don't do any other caching in the middle for larger groups of servers? |
[13:42] | Tao Takashi: | ok |
[13:42] | Zha Ewry: | Well, Talarus, at the moment, its all in the UDP pipe, and not cachable, I expect |
[13:43] | Zha Ewry: | The sims could, I suppose |
[13:43] | Sae Juran: | sorry, then u will have 1 server for 95% of traffic of 62K clients? |
[13:43] | Zha Ewry: | No |
[13:43] | Talarus Luan: | Well, on the sim->client end, yes, but not on the sim->asset server end |
[13:43] | Zha Ewry: | 1 squid per four regions |
[13:43] | Talarus Luan: | squid is a http proxy |
[13:44] | blackcrow6667 Garmes: | im curious, why was image resizing in the viewer removed ? |
[13:44] | Sae Juran: | taliking about texture using http request, what about texture server |
[13:44] | Saijanai Kuhn: | not relevant to UDP ? |
[13:44] | Zero Linden: | right now we have: [Asset Cluster (internal caching & redudancy)] -> Sim Host's Squid -> Sim process (internal cache) -> (UDP) -> Viewer |
[13:44] | Zero Linden: | New mechanism has: |
[13:44] | Zha Ewry: | There is http level caching of textures, between the sims and the asset cluster |
[13:44] | Tao Takashi: | so internally textures are fetched via HTTP? |
[13:44] | Zero Linden: | [Asset Cluster (internal caching & redudancy)] -> Sim Host's Squid -> Sim Host's Backbone -> (TCP & HTTP) -> Viewer |
[13:45] | Talarus Luan: | Ouch.. 5000 servers hitting the asset cluster directly. |
[13:45] | Zero Linden: | Yes, internally the asset store is just a large HTTP store |
[13:45] | Sae Juran: | got it |
[13:45] | Zha Ewry: | A *VERY* large HTTP store |
[13:45] | Squirrel Wood: | if you upload a 1024x1023 texture, why is it downsized to 1024x512? |
[13:45] | Zero Linden: | Remember, the asset cluster has many edge connections and is internally redudant |
[13:45] | Talarus Luan: | truncation |
[13:45] | Kurt Stringer: | 1 |
[13:45] | Saijanai Kuhn: | rounded down to nearest power of 2 |
[13:46] | Zero Linden: | Sq - all textures must have dimensions of pwers of 2 (common OpenGL requirement) |
[13:46] | Sae Juran: | as any copression requires squrrel |
[13:46] | Squirrel Wood: | nearest power of 2 would be 1024 in this case :p |
[13:46] | Sae Juran: | lower indeed :P |
[13:46] | Talarus Luan: | Though rounding would probably be better |
[13:46] | Zero Linden: | if you upload a non power of two, we must choose something - and I'm pretty sure no matter how we tuned it, it would be wrong for some class of users |
[13:47] | Zero Linden: | SO - rule is do your own resizing to powers of two |
[13:47] | blackcrow6667 Garmes: | so might as well trim the size :) |
[13:47] | Sae Juran: | image compression algothims work with some limitation and works *good* in some cases, thats why also |
[13:47] | Zero Linden: | If you are on a mac: check out the command line tool "sips" - it is part of OS X and very good at doing this sort of thing with high fidelity |
[13:47] | Squirrel Wood: | I usually do size my textures properly. Just thought it to be odd to round 1023 *down* to 512 when 1024 is clearly the *nearest* power of 2 |
[13:48] | Zero Linden: | in OS X 10.5, Preview and Automater can do it easily too ( all part of OS X) |
[13:48] | Talarus Luan: | Yep. I would agree |
[13:48] | Stormbringer Blackflag: | heh zero i didn't know about sips, i just installed imagemagick like an hour ago |
[13:48] | Arawn Spitteler: | (integer) .99999=0 |
[13:48] | Sae Juran: | the only point of this can be to add a warning on client .... |
[13:48] | Squirrel Wood: | yes. yes. If you make 0 just big enough it is almost as big as a teensy tiny itty little bit of 1 :p |
[13:49] | blackcrow6667 Garmes: | heh |
[13:49] | Sae Juran: | zero, its not really in topic, but would always ask something about distributed computing in SL, on high request servers, like asset, u using it in some ways ? |
[13:49] | Gribbley Spyker: | hello all |
[13:50] | Rex Cronon: | hi gribbley |
[13:50] | blackcrow6667 Garmes: | squirrel, it would be more in their interests to shave the texture size anyway they can so |
[13:51] | Sae Juran: | (i mean as a distributed computing based database, basically) |
[13:51] | Talarus Luan: | gah.. *kills spammy attachment creators* :-/ |
[13:52] | Arawn Spitteler can't see Zero | |
[13:52] | blackcrow6667 Garmes: | he disappeared .. |
[13:52] | Sae Juran: | me neither |
[13:52] | Talarus Luan: | Keeerashed |
[13:52] | Sae Juran: | hey rob rob rob eheheheh |
[13:52] | Talarus Luan: | Dogpile on Rob instead! |
[13:52] | Rex Cronon: | zero crash? |
[13:52] | Zero Linden: | he just got back online |
[13:52] | Sae Juran: | :) |
[13:52] | Arawn Spitteler wonders of the significance of having Zero Vision of Zero | |
[13:52] | Sae Juran: | wb 0 |
[13:52] | Goldie Katsu: | Good pipes doesn't change the client behavior. |
[13:52] | Zero Linden: | Fie! |
[13:52] | Goldie Katsu: | Wb 0 |
[13:53] | Zero Linden: | No, good pipes in fact might just tickle the viewer more.... who knows?!?!?! |
[13:53] | Talarus Luan: | nor the simulator. :-/ |
[13:53] | Rex Cronon: | r u using windlight, zero? |
[13:53] | Sae Juran: | zero, its not really in topic, but would always ask something about distributed computing in SL, on high request servers, like asset, u using it in some ways ? (i mean as a distributed computing based database, basically) |
[13:54] | Saijanai Kuhn: | Sae, that kind of thing couldbe supported client side, but not something the lindens wouldwant to get into It hink |
[13:54] | Zero Linden: | Sae - I'm not sure what you mean exactly - the asset server does no computation - just document serving |
[13:54] | Zero Linden: | Essentially, the whole grid is one giant distributed server |
[13:54] | Zero Linden: | er, distributed computation |
[13:54] | Sae Juran: | yes yes |
[13:54] | Talarus Luan: | There is nothing in SL that needs to be a Beowulf cluster. :P |
[13:55] | Zero Linden: | it is all a matter of at what level of grain you are looking |
[13:55] | Sae Juran: | i was talking about database/archive |
[13:55] | Sae Juran: | well, google's BigTable is a good sample |
[13:55] | Zero Linden: | The database is nothing special - mysql |
[13:55] | Zero Linden: | with slaves |
[13:55] | Sae Juran: | y maybe current request traffic doesnt require that |
[13:56] | blackcrow6667 Garmes: | so many people hate MySQL ..not sure why exactly :P |
[13:56] | Sae Juran: | love it |
[13:56] | Talarus Luan: | I loves it. :) |
[13:56] | Talarus Luan hugs his MySQL servers. | |
[13:56] | blackcrow6667 Garmes: | try going into #SQL on EFNet and watch how fast you get banned :D |
[13:56] | Zero Linden: | well, relational databases do well when the read load exceeds the write load by a large factor |
[13:56] | Zero Linden: | games and SL both have the write load much closer to the read load |
[13:57] | Zero Linden: | Most web based applications have the read load high |
[13:57] | Zero Linden: | so, databases work well there |
[13:58] | Talarus Luan: | That all comes down to tuning different databases for handling different sectors of your data load. |
[13:58] | Sae Juran: | about database, i got excited reading the google bigtable whitepaper |
[13:59] | Talarus Luan: | Lots of static content can be tuned well for high read/low write load, and dynamic data can be on a differently tuned database for more balanced read/write |
[13:59] | Talarus Luan: | There's no one configuration for all |
[13:59] | Tara5 Oh: | jus did an interview with Grady Booch and he said AWG was the happening thing in the world of virtual world architecture design! |
[13:59] | Talarus Luan: | O.o |
[14:00] | Zero Linden: | heh - I spoke with him this Fall - he's a big fan of SL |
[14:00] | Anamolie Poitier: | have you seen the ms seadragon system yet? it handles large image databases with spacial reletivity. they made a small vr like sl out of photos from flickr and their system automaticaly peiced them into a 3d mesh |
[14:01] | Tara5 Oh: | the decisions made by AWG will be some of the most important re the future of 3Dplatforms for software design!!! |
[14:01] | Zero Linden: | Friends - alas, I needs must go |
[14:01] | Sae Juran: | y but requiring TONS of clocks cycles and coffee |
[14:01] | Zero Linden: | thanks all |
[14:01] | Jason Swain: | Thank you for a very interesting Office Hour Zero. Have a good day ^^ |
[14:01] | Tara5 Oh: | yes he is a BIG fan |
[14:01] | Rex Cronon: | bye zero |
[14:01] | Sae Juran: | bye 0, good work |
[14:01] | Squirrel Wood: | Have fun Zero :) |
[14:01] | Jiz Source: | thanks zero |
[14:01] | Stormbringer Blackflag: | thank you! |
[14:01] | Tara5 Oh: | bye zero! |
[14:01] | blackcrow6667 Garmes: | I have a question for those who are remaining .. why did SL go open source in the first place? |
[14:02] | Sae Juran: | to reduce bugs :P ? |
[14:02] | Zero Linden: | I guess I can answer that before I go |
[14:02] | blackcrow6667 Garmes: | at the cost of aiding their compedators? |
[14:02] | Rex Cronon: | what the seadragon makes looks like a collection of vertices, i haven't seen any polygons |
[14:02] | Talarus Luan: | Because SL relies on a lot of FOSS code to begin with, and they saw the valur in a larger collaborative development audience. |
[14:02] | blackcrow6667 Garmes: | *competitors |
[14:02] | Sae Juran is all ears | |
[14:02] | Talarus Luan: | Competition is healthy. Helping your competitors can ultimately help you. |
[14:02] | Jiz Source: | no open source allows improves and strives to make a standard across all platforms... |
[14:03] | Squirrel Wood: | /ao on |
[14:03] | Zero Linden: | we did it for a lot of reasons, but one big reason is to help establish standards in virtual worlds.... |
[14:03] | Jiz Source: | yep bingo |
[14:03] | Arawn Spitteler: | Linden Labs hires a Quarter Thousand highly imaginative people, requiring 50,000 people to debug the result |
[14:03] | Sae Juran: | right |
[14:04] | Zero Linden: | a lot of the bugfixing benefits are nice, but are secondary. we realized that we just couldn't build it all alone |
[14:04] | Sae Juran: | i wonder if marketing manager adreed with that |
[14:04] | Sae Juran: | *agreed |
[14:04] | blackcrow6667 Garmes: | rob, if you could've done it alone ..would you have still made it open source ? |
[14:05] | Zero Linden: | hmmm....that's probably too hypothetical to answer |
[14:05] | blackcrow6667 Garmes: | it relates to your business plan i gather :) |
[14:05] | Zero Linden: | it's hard to imagine being in a situation where we could hire as many people as it would take to do it right all by ourselves |
[14:05] | Talarus Luan: | Excuse you, Maltos. :) |
[14:05] | Sae Juran: | y in fact, they earn from ppl not for selling client |
[14:05] | Arawn Spitteler seems to recall the occassional hiring of new marketing managers: I see LL deviding eventually into several functions, such as Grid Maintanence, and Simulator Services, in seperate corporations. | |
[14:06] | Maltos Sosa: | opps |
[14:06] | Kurt Stringer: | bye all |
[14:06] | Zero Linden: | I've got someone waiting for me on the phone, so I should get going |
[14:06] | Rex Cronon: | bye kurt |
[14:06] | blackcrow6667 Garmes: | thanks for answering that rob :) |
[14:06] | Jason Swain: | See you Rob, thanks ^^ |