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relaxing the prim-conscious mindset

7 comments

in Second Life prims are really what you are “buying” and they cost about two cents each per month (the $295 per month per sim and doesn’t include the initial $1000). being prim-conscious is always hanging over your head inSL and moving over to OpenSim relaxes that a bit

having our own server for two years allowed me to use more prims but there was still a cost for them – more prims means more resource usage. having 50,000 prims spread over 16 regions was probably a good balance that would allow for 40-50 avatars

now with Kitely, that prim freedom has expanded big time and i’m slowly adapting to it!

our 16 region Enclave Harbour has a limit of 100,000 but that also supports about 100 avatars! better resource use because of the cloud and more than one server helping to shoulder the load allows for a richly developed world

that’s a very good value and the cost per prim is about a tenth of penny each (on Kitely’s $100 fixed monthly plan, 16 region rate – that’s 20 times less than SL and free for visitors). it gets even cheaper if you do what i currently have – the time-based Gold plan – right now we have the 16 region world, and up to four additional single region worlds – that’s 500,000 prims for $35 a month! o_O

Kitely’s 100,000 prim/100 user limit is set per world and that can mean one, four, nine, or 16 region worlds (their services link)

the walled city-inspired region i’m messing with now can have 100,000 prims - i have a hard time wrapping my head around that! =)

being prim-conscious is probably still a good thing, but thinking about building a sim with a prim density of 6.6 times more than SL is kind of mind blowing! =)

undergound_010

pipe raceway – inSL it would only have had maybe 3 pipes and no wall bracing

undergound_007

i’d never build a broken pedestal like this inSL

undergound_001

adding small blocks might be nice, but let’s not go too nuts! =p

undergound_006

drain grate with a nice amount of prims but still feels a little wrong =D

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written by Ener Hax

November 23rd, 2012 at 9:59 pm

posted in OpenSim

tagged with ,

7 comments to 'relaxing the prim-conscious mindset'

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  1. Looks interesting Ener, please post the link to this world’s world page so we can visit it :-)

    Ilan Tochner

    24 Nov 12 at 7:49 am

  2. I love this. :) I was always so conscious of prim counts in SL that sometimes I took a friend’s advice and built things meant only to show in the sandbox, just so I could forget counting them. Now that I have my other 3 regions up on my SoaS (thanks to Ener!!), I’m using one of them to build a house as detailed as I could ever want… just because I can! lol

    BTW: this is a timely subject, since I just discovered the next step in this concept. Yep… vertex counters. lol Now that mesh is the new craze (admittedly I use some myself on my SoaS. :p ), I’ve already seen people yelling at each other over a few extra vertices on the forums. OpenSim looks better every day. :p

    Hope to see more of your project here! Happy building! ^.^

    Wishing you a happy virtual life! :)

    Kiko Kenichi

    24 Nov 12 at 8:13 am

  3. right now the link is

    Kowloon Walled City
    32 Corsair Boulevard
    Local Machine, USB

    =D

    soon it will have a more original name and be on Kitely! i love developing on the stick because i can so so from other places, like family member’s homes (for the holidays), and during lunch at work (firewall won’t let me run Kitely worlds)

    i look forward to it being on Kitely soon, even before it is completed =)

    isn’t it great Kiko? to build with this kind of freedom! =) i have several copies of sim-on-a-stick from my stick (which i think has three on it) to my laptop having four, and my desktop machine having two or so!

    most of my sticks are single regions but i do have one 16 region one too

    good luck with your mesh work, i bet it is beautiful =)

    Ener Hax

    24 Nov 12 at 8:53 am

  4. One thing I would like to point out Ener.

    More prims = more data to send and more data for the viewer to render. Every prim regardless of how they are set has to be sent to the viewer. More prims, textures etc all add to the lag factor.

    While this has less effect on a High End machine with heavy duty graphics that can handle it, the lowest common denominator which is the lowly Intel onboard graphics will start to choke up. There is some reason / logic behind limiting the number of prims which is partly a consideration for the lowest common denominator. Mesh Objects are no different, other than they are even more complex and more data to push to the client.

    Just something to ponder.
    WS

    WhiteStar

    24 Nov 12 at 10:22 am

  5. I’m just starting to play with POAS and Kitely.

    A quick question. Have you managed to build a 100000 prim world in Kitely and populate it with 100 avatars?

    Teacher's Pet

    26 Nov 12 at 6:11 am

  6. that is a great point and not only is that lag for you, but also every other person concurrently logged in

    so when my avatar walks around. it changes whatever it passes by for every viewer logged in

    i’m not sure about shadows though, those must be rendered client side? but then anyone else’s shadows are also rendering so it’s all data anyway =)

    Ener Hax

    26 Nov 12 at 6:31 am

  7. hi Teacher’s pet, no not yet, i am pretty new to Kitely but they have several test worlds that have 100k prims but getting 100 avatars on one is unlikely unless you have a lot of friends

    realistically, it will also depend on your textures, the complexity of your prims (hollowed, cut, and twisted tori take up more data than a cube, and scripting/ avatar attachments and animations will further take a toll

    now i’m not speaking in any official capacity, but i’d say the 100k/100 av limit is hypothetical and i would be very happy if i was able to have 60,000 prims and 60 people – that is still 4 times the prims and more avatars than an SL sim

    Ener Hax

    26 Nov 12 at 6:36 am

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