Tagged with "IM"
WHY OPENSIM Tags: opensim why opensim

 

WHY OPENSIM???

Note:  the following applies to the majority of public Opensim grids.  Opensim can be widely configured.  Individual grids may offer different features.

 

Opensim is an open-source program that supports a community of privately-owned virtual worlds, grids, and regions that operate just like Second Life.

Although many people are unaware of it, Opensim has more regions than Second Life.  Changes made in 2018 brought it up to technical standards and speeds that meet and excel those of SL. 

Opensim consists of thousands of GRIDS.  Think of Grids as if they are "planets", each self-contained, such as our planet Earth.  Each GRID has a name:  OSgrid, Kitely, Alternate Metaverse, DigiWorldz, ZetaWorldz and so on. There are literally thousands of Opensim grids. Within each grid there are lands known as REGIONS  that are somewhat like a city.  These REGIONS can be divided into smaller areas known as PARCELS (plots of virtual land).  Many grids employ a universe-wide teleport system called the HYPERGRID... a "grid super-highway" that allows you to teleport between grids. 

In short:  Opensim is large, powerful, inexpensive, popular, and offers...

* Very low prices.  On Opensim a standard price for a 2x2 VAR (512m x 512m or four "standard regions") is about $20 a month, depending on configuration-- and no setup fee. (Compare to SL $250 a month for one region... plus a significant setup fee.)

* Extra prims.   It is common for Opensim regions to allow 45,000 prims or more. 

* No upload fees.  That's right, uploads are free.

* VARs.  A "Variable Region" is a single region expanded to a much larger size.  The result:  you can have the equivalent of 64 regions (8x8) with no sim crossing lines.  2x2 (4 regions) and 4x4 (16 regions) VARs are very popular.  Imagine sailing a 20-passenger yacht or flying a large plane on a 2048m x 2048m region... with no sim lines!  (SL region limit: 256m... and only four avatars can cross a sim line on a vehicle.)

* NO LINK LIMITS.  You can link as many prims as  you like, for as far a distance as you like.  As an example, I built a spaceship that is 105m long, contains 1,000 prims of zero-lag detail, is fully linked as one object... and flies like a charm.

* LARGER PRIM SIZES.   Opensim allows prim sizes of 128m, 256m and larger, depending on the grid configuration.  This is great for building "sim boxes", domes, globes, walls, floors or large buildings.

* RUN YOUR OWN WORLD.  Many people run their own Opensim server using a spare computer (even a laptop) out of their own homes.  This gives you 100% control over your lands, along with the ability to back up all of your lands and contents, and to back up your entire inventory.  If you don't want to use your computer, some grids provide a server package for a fee, allowing you to be  your "own company" with total control over everything.

* YOU OWN YOUR STUFF.  You have 100% rights over things you create.  The open-source, low-cost nature of Opensim discourages policies that are against the welfare of the customer... because such policies would drive the customer to another grid.  And there are plenty of grids to choose from... or even create your own!

* THE HYPERGRID.  Hypergrid membership is optional for a grid, but hundreds of grids support it.  You can travel freely from one grid to another-- with the ability to explore like never before-- as easily as TPing from one region to another.

* FREEBIES.  Opensim is so inexpensive that many creators offer their items freely.  You will find freebies all over Opensim grids. 

Opensim grants all IP rights to the creator.  And at the very low cost of Opensim land, creators don't have to sell things to pay for extremely high land costs.  As a result, you'll find copyable freebies all over Opensim lands.  But for those who love to shop, there are stores aplenty.

* LESS STRESSFUL, MORE CREATIVE.  Without excessive land fees to pay, residents are less stressed.  And because lands are larger and allow more prims, have no link limits and allow larger prim sizes... residents have the ability to create like never before.

But what about SL friends and communities?

Many people own land and create things on Opensim, then log in to SL for community and Events.  You're not locked in to any one grid.  And there are communities and friends all over Opensim as well.  People host events and even large multi-grid gatherings such as OS Fest, where people from all over get together on a large collection of regions to show off their creations and lands, and to enjoy dozens of live performances and dances.  People also conduct Hypergrid tours, showing off interesting grids and lands.

Many creators build things on Opensim because of the free uploads... then port them in to Second Life.  Opensim offers the best of both worlds. 

That's why Opensim. 

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Let's Discuss Copybotting.  Some people claim that Opensim is a "copybot" system, but let's be honest and realistic:  there are copybotted / stolen items all over Second Life, and "freebies" are openly sold on SL Marketplace by people who did not create them-- with Linden Lab's full knowledge of such.  In truth, the SL TOS declares that all creations on the grid are company property. Realistically, one can't "swipe" more creations than everything

Copybotting is no more prevalent on Opensim than it is on Second Life itself... and there are many very talented creators on Opensim that design orginal products every day.   Most professional grids actively guard against copybotting, but we all know the reality:  It's nearly impossible to stop copybotting entirely-- even on Second Life.  it's just a reality of virtual worlds.  Pointing the finger at Opensim is a biased and unfair accusation. It is propaganda, drama and witch-hunting.  Opensim is a powerful system of virtual communities just like Second Life... but far less expensive.   This makes some people envious, so they point the "copybot" finger at Opensim.  But the truth is Opensim has no bigger problem with copybotting than Second Life itself-- a Grid that declared all user creations to be Linden Lab property.

Do copybotted items exist on Opensim?  Of course; they exist everywhere (including Second Life).  So while accusations of copybotting aren't untrue... they're not exactly fair and balanced either. There are uncounted thousands and thousands of original creations on Opensim... many of those creations exceeding what can be built on Second life (because of Opensim's advanced building tools).

 

HOW TO JOIN OPENSIM

Opensim is a series of thousands of grids that work like Second Life but are owned by separate companies or individuals.  A great deal of Opensim is connected by the HyperGrid, which allows members to travel freely between one grid and another by using HOP or GRID addresses.

To join Opensim, pick any grid of your choice and register with that grid.  From there you can travel to any other HyperGrid-connected grid.   Here is a list of prominent grids where you can get started.  Note these are only a few of many such grids.

OSgrid.org

Kitely.com

AviWorldz

Alternate Metaverse

ZetaWorlds  European-based: uses Euros

 

You can log into Opensim grids using the FIRESTORM Viewer.  (The Second Life Viewer is specific to SL and does not work on Opensim.)

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HOW TO LOCATE AND ELIMINATE LAGGY ITEMS Tags: lag laggy reduce eliminate
 
 
DWAGON LESSON:  HOW TO LOCATE LAG ITEMS
 
Here is one way to discern if an item is "laggy".  This method is great because it can help you determine if an item is laggy the moment you set it out.  It can also determine if already-existing items are laggy... and thus help you de-lag an entire region.
 
NOTE:  This method will not work for particles unless the particle script itself is really bad.  Particle control is a whole nuther lesson.  : )
 
 
MAKE THIS TEMPORARY CHANGE TO YOUR VIEWER
Top menu / Developer / Show Info / Show Updates to Objects.  CHECK
 
This will turn ON the "activity beacons", little dots that show object activity.  They can be turned off after lag check is finished.
 
Visit an area you wish to check, and STAND STILL. This only works when you aren't moving.  While you're moving items will be regularly updating and give false lag readings.
 
The first thing you might note will be regular red dots above your avatar.  This indicates the avatar is performing continual updates.  ALL avatars do this.  But this ordinarily only happens every 1/2 to 1 second, so it's not too bad. 
 
If you see regular red dots (especially almost constant) that means the avatar contains a badly-behaved active script that needs fixed (maybe several scripts). 
 
The same can be done for objects on a region.
 
If an object is inactive, there will be no marks.
 
If an object is only moderately active, it will show cautionary blue dots or waves.  This indicates the object is causing potential lag, but likely not too bad.  (I'm speaking in generalizations here.  "Lag" is a multi-definition term.)
 
If an object is active, it will have red dots coming from it.  If an object is excessively active, there will be numerous red dots coming from it.
 
It is best to eliminate as many red dots as possible.  Those are the "lag" objects on a region.  Usually this can be fixed by replacing or modifying scripts. 
 
Take care to not confuse distant red dots for local.  There is no distance occlusion in this, so you can quite easily see red dots from clear across a region, even through water, ground and mountains. 
 
If you believe you've found a red dot item, move around it to make sure the red dots are coming from that item.  Again, stand still to see if it's active.  When you move, items update both in position and angle of view, so naturally there will be red dots.  Thus the need to stand still and allow time for normal updates to finish.
 
You can tell if an entire area is "laggy" or not by looking for excessive red dots.  This is often best done from a bird's-eye view (flying and looking down).
 
 

WHAT DO DO WITH LAGGY ITEMS

Once you find a "laggy" item, you can decide what to do with it. 

 

* If it's an unimportant item, sometimes you can just delete it.  
 
* At other times the item is a good decoration but contains an unnecessary script.  In such case, deleting the script can eliminate the lag (take a copy of the item first).
 
* Sometimes an item is valuable in both appearance and function.  In such case perhaps the script(s) can be modified or replaced to eliminate lag.
 
* Sometimes a nice object contains a bad script and cannot be modified.  In such case the item may need to be replaced with something else, or if the lag isn't too bad, just accept the fact that some items lag.
 
Overall, it's best to eliminate all red dots to the greatest extent possible.  A region without red update dots is a happy region.  However, realize that some items by their very nature are active.  So be discerning.  Red dots aren't always "bad"... they just indicate a need for examination and consideration of alternatives. 
 
--o--
 
Own an Official Elf Clan Region!
Category: Elf Clan News
Tags: region sim

NOTE:  The following information is out of date and retained only for archival purposes.  It will likely be re-written by Sept 1, 2018.

 

OWN YOUR OWN OFFICIAL ELF CLAN REGION!

Have you ever wanted your own region but couldn't afford even the low rates of Inworldz?

 

Elf Clan has available several grandfathered regions (via special arrangement with Inworldz).   You an own a full-size, 45k-prim region for only $40 a month!

It is a savings of $35 off the standard $75 private island fees.  It is a savings of $20 off the Inworldz $60 mainland fees... and offers significantly more prims and land tools.  Compare this to Second Life's fees of $295 and $350 a month for regions along with a $1000 setup fee... and this is a real bargain!

Elf Clan region owners have all rights and privileges of standard island owners. 
 

BUILDING TOOLS ON INWORLDZ

Region owners have significant building tools on Inworldz... tools not available elsewhere. 

* LAND TOOLS.  Unlike mainland, the land can be raised or lowered 100m (mainland is limited to 20m). 

* NO LINK LIMITS as found on Second Life.  SL has link limits within 30m of root prim centers and a maximum link count of 256 prims.   On Inworldz Snoots Dwagon built a space ship 105m long and consisting of almost 1,000 prims... all linked together as one flyable object!

* EXPANDED PRIM SIZE.  Second Life limits prim size to 60m.  The Internal Inworldz Viewer unfortunately limits prim size to 128m.  However using other Viewers there is no prim size limit-- allowing you to build entire region floors, levels and mountain ranges!

* 45,000 PRIMS!   Second Life offers 1/3 the prim count at 15,000 prims.  Imagine what you can crete with 45,000 prims on an Elf Clan region!

All for only $40 a month when you purchase a region as part of the Elf Clan group!

THE REQUIREMENTS

You don't have to be an Elf to own land on Elf Clan.  We have lands owned by humans, dwagons, faerie, Orks and a host of species.  The lands do have to be one of our three themes at ground level (fantasy, scifi or steampunk) but have relaxed standards in high-sky platforms above 1000m.   With 45,000 prims you can actually build two or three complete regions on different levels!

Please see the following web page for details:

http://elfclan.spruz.com/pt/Owning-an-Elf-Clan-Region/blog.htm

 

--o--

 

IM and Chat Guidelines Tags: IM chat

Elf Clan Charter


IM and CHAT GUIDELINES

We wish to keep a polite and fun balance between social chat and group business. If people feel main chat is being spammed too much they turn it off-- blocking important chat. But if we limit it to "official business only"... what fun is that?

Remember: "Friendship". Everyone was once a newbie. We don't want members jumping down people's throats for chatting, but we don't want chat regularly abused either.  So here are some friendly guidelines:

* Feel free to chat. Nothing wrong with that. It is however, good to actually have something to say.
* Advertising by groups outside of Elf Clan is forbidden without specific permission of an Eldar or Guardian.  Advertising within the group should be limited to events.  No merchandise announcements in main chat.
* Chat may be used to ask for Greeter assistance.
* Chat may be used to ask questions (group, scripting, building, whatever). Please avoid asking questions that can be easily looked up.  It's best to ask a friend before you ask the group.
* Simple common sense polite and respect for others will help you recognize when to use chat or not. After consideration if you still want to group chat, go ahead. That's what it's there for. : )

NOTE: Yes, this is a change from past policies. We all grow with time and experience. : )

-o--

 

Owning an Elf Clan Region Tags: region own sim

 

Elf Clan Charter

 

This page redirected HERE.

 

 

THE MYTH OF PRIM LAG Tags: prim prims lag

    One of claims I hear from time to time... both from users and server companies... is that prims cause "lag".   The more prims you have, the more lag they create.  There is also the concept of prims taking more server memory.

    While prims do take up a bit of RAM*, the claim that prim count causes lag is a myth.    We know this because we tested this claim years ago, on Second Life and put an end to that myth forever-- or so we had hoped.  Some monsters just won't die, even when you cut off their heads.

 

CORRELATION is not CAUSATION

    Now to be fair, there is a correlation between prim count and lag.   It would appear that sims with low prim count have little lag, whereas sims with high prim count have a lot of lag. 

    But as statisticians and math majors know, correlation does not equal causation.   Quite often correlation is just a symptom, whereas the disease is something else entirely.  This is the case with prim count.

   

THE ULTIMATE TEST

    About a decade ago when the "Lag Monster" hit SL seemingly out of nowhere, we techs started running lag tests.  What was the source of the lag?   Was it "user content" as Linden Lab claimed?  Was it "too many prims"?   Was it "too many textures"?  Too many scripts?  If it was any of those things, then why had sims with identical setup worked just fine a week before and now they weren't?     Users wanted answers.  (The answer was that LL had made some major server changes without informing their customers... but that's another story entirely.)

    A friend had just bought a new region and before building anything on it, invited me to spend a day running whatever lag tests I wanted to run.   I accepted his invitation.

    The tests were simple:  we would rez prims in various quantities and configurations and run metered "lag tests" checked both by scripts and avatar experience (mainly, turning in place, walking around and flying and seeing if we noticed any difference at all).   We had half a dozen people present serving as observers to verify experience.  

    First we walked and flew around an empty region.   We checked the sim stats, recorded sim stats, got a baseline to check against.

    Second, we rezzed 1,000 cubes and placed them all around us.   Ran the same tests.   No change in baselines.

    So we duplicated that 1,000 cubes until they numbered 5,000.   Ran the tests again.   No change in baselines.

    Linden Lab allows 15k prims on a sim so we couldn't go past that.  To be totally fair and not push the server to max, we rezzed 12,000 cubes and spread them around.   Ran the tests again.   All observers reported the same thing:   Absolutely no change in baseline stats or avatar experience. 

    Twelve thousand prims-- zero server or client impact.

    Okay, there was the "prims cause lag" myth blown out the window.

    But to be fair, let's start from scratch and do it differently.   So we rezzed cubes, spheres, cones and cylinders to see if prim shape made any difference.   Ran the tests.   No change in baselines.

    Several years later an Opensim team decided to test prim lag on their system.  This was a good test to run since they were trying to stabilize their platform by eliminating as many causes of server lag as possible.   They rezzed 140,000 prims at ground level.   Result:   Zero discernible lag.   This validated all the tests we'd run years earlier, but on a factor almost 12x greater than what we'd run.

 

SCRIPTS.  IT MUST BE SCRIPTS

    Okay so if it's not prims, what would cause lag?  Scripts, right?  Linden Lab told us:   the more scripts, the greater the lag.   That made sense.   But there are two kinds of scripts:  active and inactive.   Active scripts are constantly changing things, doing something.   Inactive scripts just sit, waiting to do something (sit / touch scripts) or have already done something (texture animation scripts).   Some inactive scripts can be run once and then removed-- with their effect still on the prim.   For example, you can animate a texture and then remove the script.  The texture will continue to animate.  A non-animated sit-scripted prim, once the script is run and removed, will still continue to seat avatars properly.

    But Linden Lab claimed that all scripts cause lag, because the sim server had to check every script every cycle to see what was going on.   Okay, let's test that out.   We removed 5,000 of the prims and created a prim that contained a touch-based sit script (inactive).   Then we replicated that prim to a count of 5,000.    Now we had 5,000 prims with trigger-happy touch-scripts in them, just waiting for someone to click them... an amount the company claimed was "far too many scripts on a sim".

    You have probably already guessed the outcome:   zero change in sim baselines.  The entire region still ran as if it were totally empty.   How about that.  Inactive scripts have zero perceptible server or viewer impact.  No lag.

 

OKAY, SO WHAT WAS CAUSING THE LAG?

    If prim count, prim type and simple script count wasn't causing lag, what was?    It turned out the primary lag issue was due to internal SL server issues-- which we discovered by a very extensive Elf Clan experiment that revealed LL was stacking full regions on single cores "by accident".    We asked a dozen people to check all 800 regions on SL (the sim count at the time) and found out that "accident" happened a LOT... and was the primary source of region lag at the time.  It has been so ever since.

    However in case of modern day lag issues, with companies that do not pull such shenanigans (at least, not without properly informing the customer, such as with Inworldz legit 2x2 regions)... lag is caused by several identifiable issues, depending on the grid involved.

    Active scripts can indeed cause lag to an extreme amount.  In fact on SL it was possible for one badly-designed script to completely crash a sim.   Inworldz took care of this by allowing scripts only so much "server room".  While script response might lag if the scripts are poorly written-- they would be unlikely to  impact the region server itself.  That was a smart move for Inworldz.

    On all grids a major problem is texture handling.   The more textures there are, the more textures the client has to load when entering a region.   Add to that poor texture processing where many grids load the same textures over and over again.   This is the result of a badly-designed cache system (the software that stores textures on your hard drive and in RAM for instant access) and buggy loaded-texture tracking.   That is a major issue, because this is in part server but mostly viewer based-- and grids tend to use the same viewers.  (I am not sure at this time how the official Inworldz viewer handles textures; I haven't tested it.  I have tested Firestorm and the problem is still present in that viewer.)

    Avatars cause incredible lag.  Take every factor in the book (textures, prims, active scripts in AO devices) and put them all on a moving, multi-jointed avatar, and you are going to have server and client impact.   The more avatars there are, the more lag.  Pretty much everyone is aware of this. No huge surprise there.

    Arguably (depending on the surroundings), Avatars are the single most laggy factor on any grid.  You can take a nice, peaceful, content-rich, fast-performing region and drag it down significantly by adding 20 avatars.  Add 50 to 60 avatars and the region can go to borderline crash-status.  Yup, avatars lag.  We all know this.

    Server issues.    From time to time there are server-related issues that cause lag; the best thing to do about that is to reset your region daily, or at least once a week.  Server software can get confused, start dragging its heels and needs refreshed from time to time.   This is simply nature of the beast.

    But some server issues could be fixed-- teleporting for example.   On OpenSim grids, an avatar teleporting into a region can bring the entire region to a standstill until the avatar has finished porting.  You can imagine the impact this has on a busy nexus.

    Flexys cause considerable lag.   A classic test was when we examined three types of avatars:

    1. A huge armored avatar consisting of a solid 1,500 prims.

    2. A standard female avatar with flexi hair and dress.

    3. A dwagon, 401 prims.

    Checks were done to see the impact each of these avatars had on a standard sim.  Surprisingly the dwagon caused least impact, with an avatar "lag factor" of 1.0 (by our scale, starting on a scale of 0, a plain avatar with no attachments).   Second place was the armored avatar, which caused a lag factor of 2.5.   (No surprise there... direct prims-on-a-moving-avatar correlation).    But the big surprise was the standard human avatar with flexi hair and dress.  Nothing special, just standard attire.   A whopping lag factor of 6.5.  That one avatar took double the system resources of the two other avatars combined. 

    Try telling a paying customer they can't have flexi hair or clothing and see how far you get.   ; )

    In another test we went to a region that had several "content tests" already set up (very interesting region, that).   One of the most interesting tests was their "flexi ring".   They had twelve flexi "blankets" all hung out in a ring.  When any blanket was clicked they all either turned not-flexi (standard prims) or flexi (standard prims with flex), blowing in the wind.  The result was astounding.  When the flexi on those twelve items was turned off, the region ran fine.  When the flexi was turned on the region lagged significantly.  Walking became difficult.  Turning in spot became more difficult.  Turn off the flexi blankets, stability restored, no lag.

    So if you have a region that seems to lag and there are lots of flexi tree branches and flora and flags and other items... turn off the flexis.  They are seldom worth the incredible impact they have on a region.

 

LIMITATION OF PRIMS ON A REGION

    If you ever set up an Opensim server you will discover something interesting:   in the instructions they recommend setting maximum prim count to 200,000 per region.  What?  Are they insane?  

    Well no.  As we've seen simple prim count has little if any impact on the server or client.   You can set up 45,000 prims on a region (as on Inworldz) and still have plenty of server RAM left for sim performance.  You can set the prim count to 200,000 and so long as you keep scripting and textures to a minimum, no problem.

    Bottom line:  the number of prims allowed on a server is pretty much irrelevant.  What is relevant is what you do with them.

    The reason smart grids like Inworldz limit prim count is because they know there is a correlation between prim count and server performance.   Why?  Because the more prims people use, the more active scripts they use, they more textures they use, the more flexis they use.   So limiting prim count is a sensible way to keep things within server stress limits.   45K seems a "happy medium"... allowing far more prims than the sim owner is likely to need while at the same time keeping away from the edge of the cliff.

 

BUILD SMART, BUILD WISE

    If you visit ElvenSong region on Inworldz, you will find a prim-rich environment.   You will also notice (once the sim loads), there is very little "lag".   This is especially the case if you go into high sky and visit Replicant City.   This prim-heavy, script-heavy, texture-heavy area manifests hardly any  lag at all, if any (once you give it time to load).  Why is this?   How is it such a creation can have almost no lag?

    1.  Smart scripting.   The scripts are written to be inactive where possible.   The fewer active scripts you have, the lower the sim impact.   Replicant City is highly interactive and almost everything is scripted, but the majority of scripts have to be triggered either by touch or contact.   Sensor scripts are very limited.   Active scripts are very limited.  There are no scripted bots.  (Scripted bots can be a major source of lag if not used sensibly.)

    2. Smart texturing.   There are thousands of textures at Replicant City... but they're all hidden from simultaneous view.   They're down corridors and around corners and inside closed buildings.  To "see" them you have to enter the area where the textures are.   So for the most part you're never loading or seeing more than about 200 textures at any one time.   This greatly limits texture impact on visitor experience.

    3. Almost no flexis.  Flexis were limited to an absolute minimum.  Almost no flexis = almost no flexi lag.  Simple fix.

 

    That's the skinny on lag and prim count.   Prim count does not cause region lag.  Zero prims or 140,000 prims...  they're not a source of "lag".

     Watch your scripting (use active scripts as little as possible-- especially scripted bots), how you display textures, and above all watch how many flexis you use.   Keep these down and you'll significantly reduce or even eliminate lag on your region.

 

--o--

 

* SERVER RAM.  While prim count does require server memory, most server systems are set up so that they have more than enough RAM to run a server, regardless of prim count.   A 2-gig server (standard size) can handle an entire region full of prims and still have lots of room left over.   In fact it can handle multiple regions-- to greater or less effect depending on the number of regions.    So a costly grid like Second Life claiming that they can only offer 15-20k prims because of server limitations-- is (arguably) lying to their customers.  We've run the tests.  The data doesn't lie.

 

 

 

 

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