>  this is interesting - what exactly is your estimation based upon?

I love estimating! :D Let me try.

Conventional experience tells me that the SL viewer resource usage
consumes one CPU core and one GPU. It's possible that some specialty
client could be used on an "industrial strength" CUDA GPU, allowing
for a single single computer to run multiple clients.

Assuming a lack of specialized GPU, requiring one viewer to run on one
server, and a client base of 90,000 simultaneous users, that's 90,000
servers that would be required. (I've forgotten what the current
maximum simultaneous user count is, forgive me.)

Assuming a specialized GPU which unlocks the need of a dedicated GPU
for a single client, we consider the CPU limitation. A single CPU core
for a single Second Life instance would allow four users on a Class 5
machine, and eight users on a Class 7 machine, assuming LL is using
the same type of servers they do for sims.

This would mean to support a userbase of 90,000 simultaneous users
with the "Second Life in a browser" LL would require at least 10,000
machines.

I don't have island counts handy, but if memory serves there are
somewhere around 30,000 islands, 15,000 of which are Homesteads. Since
there are four full sims per Class 5 machine (eight per Class 7) and
16 Homesteads per Class 5 machine (32 per Class 7), then that puts the
"maximum and minimum" count of LL server farm at (3750 + 938) 4688
servers maximum and (1875 + 469) 2343 minimum.

By my math, that's 38.4x, 19.2x for one viewer to one server, and
4.2x, and 2.1x for one viewer to one CPU core. Two of those values are
above the 10x estimate, two of them are below it. All of them are at
least twice the size of the current grid.

Feel free to do your own math -- a margin between 2.1 to 38.4 is a
huge margin of error. And I may be doing things totally wrong here.

Stickman
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