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	<title>Comments on: Second Life &#8211; is the central server model its downfall?</title>
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	<link>http://www.metaversejournal.com/2007/04/09/second-life-is-the-central-server-model-its-downfall/</link>
	<description>Coverage of news, issues and events occurring in virtual worlds or those who create those worlds</description>
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		<title>By: Virtual Worlds and Australia 2007 Part 1 : The Metaverse Journal - Australia&#8217;s Virtual World News Service</title>
		<link>http://www.metaversejournal.com/2007/04/09/second-life-is-the-central-server-model-its-downfall/comment-page-1/#comment-23809</link>
		<dc:creator>Virtual Worlds and Australia 2007 Part 1 : The Metaverse Journal - Australia&#8217;s Virtual World News Service</dc:creator>
		<pubDate>Thu, 20 Dec 2007 04:43:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.sloz.info/2007/04/09/second-life-is-the-central-server-model-its-downfall/#comment-23809</guid>
		<description>[...] gambling ban put in place by Linden Lab. - VastPark caught our attention for the first time. - we questioned the long-term viability of Linden Lab&#8217;s centralised server model for Second [...]</description>
		<content:encoded><![CDATA[<p>[...] gambling ban put in place by Linden Lab. &#8211; VastPark caught our attention for the first time. &#8211; we questioned the long-term viability of Linden Lab&#8217;s centralised server model for Second [...]</p>
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		<title>By: Marsoups</title>
		<link>http://www.metaversejournal.com/2007/04/09/second-life-is-the-central-server-model-its-downfall/comment-page-1/#comment-136001</link>
		<dc:creator>Marsoups</dc:creator>
		<pubDate>Wed, 11 Apr 2007 01:40:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.sloz.info/2007/04/09/second-life-is-the-central-server-model-its-downfall/#comment-136001</guid>
		<description>I would say that the limit of 50 people is pushing the class 4 server limits to their extremes.&lt;br&gt;&lt;br&gt;Call 5 servers ,which are slightly more powerful, have more processing grunt and can handle about 100 people well. Try the sim a &#039;virtual festival&#039; to see this in action for yourself.&lt;br&gt;&lt;br&gt;I think it&#039;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;br&gt;&lt;br&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;br&gt;&lt;br&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;br&gt;&lt;br&gt; I feel that because SL has such an open model (and becoming more open, all the time), it&#039;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...</description>
		<content:encoded><![CDATA[<p>I would say that the limit of 50 people is pushing the class 4 server limits to their extremes.</p>
<p>Call 5 servers ,which are slightly more powerful, have more processing grunt and can handle about 100 people well. Try the sim a &#8216;virtual festival&#8217; to see this in action for yourself.</p>
<p>I think it&#8217;s worth remembering how many processes and actions that take place on each sim &#8211; there are many differenct facets in controlling a virtual realm &#8211; every object feeds off one another, there is a lot of scripting / collission detection happening every moment you navigate the map. </p>
<p>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&#8230;</p>
<p>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!</p>
<p> I feel that because SL has such an open model (and becoming more open, all the time), it&#8217;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&#8230;</p>
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		<title>By: Marsoups</title>
		<link>http://www.metaversejournal.com/2007/04/09/second-life-is-the-central-server-model-its-downfall/comment-page-1/#comment-2688</link>
		<dc:creator>Marsoups</dc:creator>
		<pubDate>Wed, 11 Apr 2007 00:40:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.sloz.info/2007/04/09/second-life-is-the-central-server-model-its-downfall/#comment-2688</guid>
		<description>I would say that the limit of 50 people is pushing the class 4 server limits to their extremes.

Call 5 servers ,which are slightly more powerful, have more processing grunt and can handle about 100 people well. Try the sim a &#039;virtual festival&#039; to see this in action for yourself.

I think it&#039;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. 

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...

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!

 I feel that because SL has such an open model (and becoming more open, all the time), it&#039;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...</description>
		<content:encoded><![CDATA[<p>I would say that the limit of 50 people is pushing the class 4 server limits to their extremes.</p>
<p>Call 5 servers ,which are slightly more powerful, have more processing grunt and can handle about 100 people well. Try the sim a &#8216;virtual festival&#8217; to see this in action for yourself.</p>
<p>I think it&#8217;s worth remembering how many processes and actions that take place on each sim &#8211; there are many differenct facets in controlling a virtual realm &#8211; every object feeds off one another, there is a lot of scripting / collission detection happening every moment you navigate the map. </p>
<p>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&#8230;</p>
<p>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!</p>
<p> I feel that because SL has such an open model (and becoming more open, all the time), it&#8217;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&#8230;</p>
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		<title>By: Jean-Jacques</title>
		<link>http://www.metaversejournal.com/2007/04/09/second-life-is-the-central-server-model-its-downfall/comment-page-1/#comment-136000</link>
		<dc:creator>Jean-Jacques</dc:creator>
		<pubDate>Tue, 10 Apr 2007 08:03:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.sloz.info/2007/04/09/second-life-is-the-central-server-model-its-downfall/#comment-136000</guid>
		<description>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&#039;t hurt to have a more efficient tool, with for example some social features like digg or del.icio.us.&lt;br&gt;I think that a P2P architecture plus web2.0 features could unleash the real power of online virtual worlds.</description>
		<content:encoded><![CDATA[<p>I agree with your points and i must say that in my opinion lag is really an issue, as well as usability.<br />I would also like to add that the search engine is also really rudimentary and it wouldn&#8217;t hurt to have a more efficient tool, with for example some social features like digg or del.icio.us.<br />I think that a P2P architecture plus web2.0 features could unleash the real power of online virtual worlds.</p>
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	<item>
		<title>By: Public relations and second life issues</title>
		<link>http://www.metaversejournal.com/2007/04/09/second-life-is-the-central-server-model-its-downfall/comment-page-1/#comment-2671</link>
		<dc:creator>Public relations and second life issues</dc:creator>
		<pubDate>Tue, 10 Apr 2007 07:59:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.sloz.info/2007/04/09/second-life-is-the-central-server-model-its-downfall/#comment-2671</guid>
		<description>[...] server) many issues are important to consider (some of them have already been mentioned by www.sloz.info . The most important issue is related to the number of people that you want to invite at your event [...]</description>
		<content:encoded><![CDATA[<p>[...] server) many issues are important to consider (some of them have already been mentioned by <a href="http://www.sloz.info" rel="nofollow">http://www.sloz.info</a> . The most important issue is related to the number of people that you want to invite at your event [...]</p>
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		<title>By: Jean-Jacques</title>
		<link>http://www.metaversejournal.com/2007/04/09/second-life-is-the-central-server-model-its-downfall/comment-page-1/#comment-2670</link>
		<dc:creator>Jean-Jacques</dc:creator>
		<pubDate>Tue, 10 Apr 2007 07:03:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.sloz.info/2007/04/09/second-life-is-the-central-server-model-its-downfall/#comment-2670</guid>
		<description>I agree with your points and i must say that in my opinion lag is really an issue, as well as usability.
I would also like to add that the search engine is also really rudimentary and it wouldn&#039;t hurt to have a more efficient tool, with for example some social features like digg or del.icio.us.
I think that a P2P architecture plus web2.0 features could unleash the real power of online virtual worlds.</description>
		<content:encoded><![CDATA[<p>I agree with your points and i must say that in my opinion lag is really an issue, as well as usability.<br />
I would also like to add that the search engine is also really rudimentary and it wouldn&#8217;t hurt to have a more efficient tool, with for example some social features like digg or del.icio.us.<br />
I think that a P2P architecture plus web2.0 features could unleash the real power of online virtual worlds.</p>
]]></content:encoded>
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	<item>
		<title>By: Sardionerak</title>
		<link>http://www.metaversejournal.com/2007/04/09/second-life-is-the-central-server-model-its-downfall/comment-page-1/#comment-135999</link>
		<dc:creator>Sardionerak</dc:creator>
		<pubDate>Mon, 09 Apr 2007 15:51:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.sloz.info/2007/04/09/second-life-is-the-central-server-model-its-downfall/#comment-135999</guid>
		<description>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&#039;t be the application that will &quot;make it&quot; - there are so many more issues with it than &quot;just&quot; 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.</description>
		<content:encoded><![CDATA[<p>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&#8217;t be the application that will &#8220;make it&#8221; &#8211; there are so many more issues with it than &#8220;just&#8221; the unbearable lag when building up a screen: very poor usability for one, difficult and annoying navigability another.<br />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.<br />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.</p>
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