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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>The Metaverse Journal - Latest Comments in Second Life &amp;#8211; is the central server model its downfall?</title><link>http://themetaversejournal.disqus.com/</link><description>Australia's premiere virtual worlds news service</description><atom:link href="https://themetaversejournal.disqus.com/second_life_is_the_central_server_model_its_downfall/latest.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Tue, 10 Apr 2007 20:40:31 -0000</lastBuildDate><item><title>Re: Second Life &amp;#8211; is the central server model its downfall?</title><link>http://www.metaversejournal.com/2007/04/09/second-life-is-the-central-server-model-its-downfall/#comment-1319753</link><description>&lt;p&gt;I would say that the limit of 50 people is pushing the class 4 server limits to their extremes.&lt;/p&gt;&lt;p&gt;Call 5 servers ,which are slightly more powerful, have more processing grunt and can handle about 100 people well. Try the sim a 'virtual festival' to see this in action for yourself.&lt;/p&gt;&lt;p&gt;I think it's worth remembering how many processes and actions that take place on each sim - there are many differenct facets in controlling a virtual realm - every object feeds off one another, there is a lot of scripting / collission detection happening every moment you navigate the map.&lt;/p&gt;&lt;p&gt;Not only this, but rendering more than 100 highly primmed avatars on a screen is likely to do more damage to the framerate on your personal machine than on a class-5 sim...&lt;/p&gt;&lt;p&gt;The peer-to-peer model, I feel, may be a bit of a failure. Can you imagine trying to send an IM to a person say, 15 people away ? The lag will most likely be endless!&lt;/p&gt;&lt;p&gt; I feel that because SL has such an open model (and becoming more open, all the time), it's allowed people to create content and to sell that content at a very cheap US $ rate, that it has helped developed an infrastructure that many competing realms would have a long way to go to play catchup before any alternatives present themselves to me...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Marsoups</dc:creator><pubDate>Tue, 10 Apr 2007 20:40:31 -0000</pubDate></item><item><title>Re: Second Life &amp;#8211; is the central server model its downfall?</title><link>http://www.metaversejournal.com/2007/04/09/second-life-is-the-central-server-model-its-downfall/#comment-1319754</link><description>&lt;p&gt;I agree with your points and i must say that in my opinion lag is really an issue, as well as usability.&lt;br&gt;I would also like to add that the search engine is also really rudimentary and it wouldn't hurt to have a more efficient tool, with for example some social features like digg or &lt;a href="http://del.icio.us" rel="nofollow noopener" target="_blank" title="del.icio.us"&gt;del.icio.us&lt;/a&gt;.&lt;br&gt;I think that a P2P architecture plus web2.0 features could unleash the real power of online virtual worlds.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Jean-Jacques</dc:creator><pubDate>Tue, 10 Apr 2007 03:03:05 -0000</pubDate></item><item><title>Re: Second Life &amp;#8211; is the central server model its downfall?</title><link>http://www.metaversejournal.com/2007/04/09/second-life-is-the-central-server-model-its-downfall/#comment-1319756</link><description>&lt;p&gt;To me, the fact that the whole internet will be 3D in a matter of years is a complete certainty. Just as certain to me is that Second Life won't be the application that will "make it" - there are so many more issues with it than "just" the unbearable lag when building up a screen: very poor usability for one, difficult and annoying navigability another.&lt;br&gt;I am however also happy about Second Life as people finally start thinking about the next stage of the internet, past the mere 2-dimensional display.&lt;br&gt;As soon as somebody comes up with a better 3D space than Second Life, I will be gone. I agree with Eloise though, we would need the same types of freedom in such a new space.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Sardionerak</dc:creator><pubDate>Mon, 09 Apr 2007 10:51:41 -0000</pubDate></item><item><title>Re: Second Life &amp;#8211; is the central server model its downfall?</title><link>http://www.metaversejournal.com/2007/04/09/second-life-is-the-central-server-model-its-downfall/#comment-1319755</link><description>&lt;p&gt;If there was the same mix of freedoms and significantly better performance I'd go like a shot. That said, a system that lets us build, script and animate freely, import textures etc. and make money if that's our thing is quite a bit ask.&lt;/p&gt;&lt;p&gt;SL is moving towards a web-api rather than a centralised system as described at &lt;a href="http://blog.secondlife.com/2007/03/04/malleable-messages/" rel="nofollow noopener" target="_blank" title="http://blog.secondlife.com/2007/03/04/malleable-messages/"&gt;http://blog.secondlife.com/...&lt;/a&gt; - what that will actually mean is anyone's guess, but it could well be 100's of people in a sim with no problem.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eloise</dc:creator><pubDate>Mon, 09 Apr 2007 09:24:00 -0000</pubDate></item></channel></rss>