Slashdot Mirror


Looking Inside the Second Life Data Centers

An anonymous reader writes "InformationWeek looks inside the data centers that power the game Second Life. Tidbits from the article: The software architecture is an extension of the virtual world metaphor of Second Life. At any time, it's possible to walk into one of Second Life's two data centers, pat one of the rack-mounted servers, and say that particular server is running virtual New York, or San Francisco, or ancient Rome, and imagine itty-bitty people and buildings inside the 1U rack-mounted servers. Linden Lab, which develops and maintains Second Life, runs 2,000 Intel- and AMD-based servers in two co-location facilities in San Francisco and Dallas. And, contrary to widespread belief among Second Life users, Linden Lab has not decided whether to open-source the Second Life server software."

103 comments

  1. OpenSim? by Gwala · · Score: 4, Interesting

    "Linden Lab has not decided whether to open-source the Second Life server software."

    I dont think it matters too much, the opensim project has been making amazing strides using the BSD licensed libsecondlife code as a base. http://openmetaverse.org/wiki/OpenSim

    --
    #!/bin/csh cat $0
    1. Re:OpenSim? by Dzonatas · · Score: 1

      I think it matters a lot when you got your money on it. What open sourced Sim project do you trust to handle all your $$$$ transactions?

      Most of the data is routed to the main servers. We could modify the client so it internetworks more, like with bittorrent file sharing for virtual objects. They've already started to do that with voice, as that feature's bandwidth doesn't go to the main servers. Lot's more can be done. It is just which software you trust.

      There is this project - the Open Second Life Cross Compiler project.

    2. Re:OpenSim? by MichaelSmith · · Score: 1

      I dont think it matters too much, the opensim project has been making amazing strides using the BSD licensed libsecondlife code as a base. http://openmetaverse.org/wiki/OpenSim

      Thanks for the link. It is exactly what I have been looking for.

  2. What exactly does this mean? by Tokimasa · · Score: 1

    I'm not too into server architecture, but it sounds like it's a good system to me. Could someone explain why this is so "new" or different?

    --
    --Thomas J. Owens
  3. Game? by Simon+Garlick · · Score: 4, Insightful

    Second Life isn't a game, it's an advertising medium. Nothing more.

    1. Re:Game? by JackMeyhoff · · Score: 1

      So why do we pay to be VIEWERS of this advertising? Shouldnt it be free to viewers and paid for advertisers then? That way they would get more eyeballs.

      --
      http://www.rense.com/general79/wdx1.htm
    2. Re:Game? by rbanffy · · Score: 0, Troll

      Well... It isn't a life, either.

    3. Re:Game? by cowscows · · Score: 3, Informative

      You can create an account and run around the secondlife universe all day for free. You only have to pay if you want to own virtual land within SL.

      --

      One time I threw a brick at a duck.

    4. Re:Game? by hal9000(jr) · · Score: 2, Insightful

      SecondLife is what you make it. If you don't get invloved with the other characters, then yeah, there isn't a whole lot to do other than shop for stuff and have virtual sex.

      But I have also spent lots of time "playing". Engaging in combat, playing hide and seek, chases, role playing, and just plain goofing around.

    5. Re:Game? by mrand · · Score: 1

      SecondLife is what you make it. [...] there isn't a whole lot to do other than shop for stuff and have virtual sex.

      But I have also spent lots of time "playing". Engaging in combat, playing hide and seek, chases, role playing, and just plain goofing around. Hmmm. Sounds suspiciously like the things that lead up to sex.
      --
      -- PGP keyID: 0x4C95994D
    6. Re:Game? by MustardMan · · Score: 4, Funny

      Yeah, it's amazing.... I can't think of any other advertisement medium where viewers pay to see advertising. I bet I could make a killing with such a service - I'm gonna start my own business. I think I'll call it Able Mellowvision.

    7. Re:Game? by DaleGlass · · Score: 3, Informative

      For me it's mostly like 3D IRC. In the places I visit, advertising is pretty much inexistent.

    8. Re:Game? by RealGrouchy · · Score: 1

      For me it's mostly like 3D IRC.

      Did anyone else read that as "3D IRL"?

      - RG>
      --
      Hey pal, this isn't a pleasantforest, so don't waste my time with pleasantries!
    9. Re:Game? by Anonymous Coward · · Score: 0

      Your idea of foreplay involves combat, "hide and seek" and chases? That sounds.. troubling.

    10. Re:Game? by Professor_UNIX · · Score: 3, Insightful

      I can't think of any other advertisement medium where viewers pay to see advertising.
      You can't? Cable/Satellite television? Satellite radio? Sporting events (all those billboards you paid to go look at). Advertising is everywhere and you often pay to see it.
    11. Re:Game? by DaleGlass · · Score: 1

      Unfortunately, IRL I can't be blue and furry, so for now I'll have to conform with SL ;-)

    12. Re:Game? by wcb4 · · Score: 2, Informative

      That's not troubling at all..... to a Klingon

      --
      I reject your reality ... and substitute my own.
    13. Re:Game? by Anonymous Coward · · Score: 0

      SecondLife is what you make it. If you don't get invloved with the other characters, then yeah, there isn't a whole lot to do other than shop for stuff and have virtual sex. Sex, you say? Suddenly I'm finding myself interested in this SecondLife thing after all, whatever it is. What was that URL again?

    14. Re:Game? by Anonymous Coward · · Score: 0

      I thought it was a pyramid scheme, but then again maybe I am just confusted

    15. Re:Game? by mrand · · Score: 1

      Your idea of foreplay involves combat, "hide and seek" and chases? That sounds.. troubling. I realize that explaining the mating rituals of the human being to a /. geek is probably a waste of time, but I'm an eternal optimist.

      Many woman like to be pursued (synonym of chase), and it is not uncommon to equate the behavior of some women (especially teen and college age) to that of a game of hide and seek. As for combat... well, um, hmmm.... crap, you got me. I was blowing smoke. Is two out of three not good enough? Do I really have to reveal myself as a 13 year-old googly-eyed 60-pound weakling? Can I at least get partial credit? Oh wait, never mind. I have the answer! http://google.com/search?q=combat+foreplay produces 100k hits. That, and I do aikido and judo.

      Phew, that was close.

      --
      -- PGP keyID: 0x4C95994D
    16. Re:Game? by joshv · · Score: 1

      Actually, AdHUD, implemented inside Second Life, pays users to watch ads that are attached to their viewport. http://www.adhud.com/ . No, it's not a Linden Labs product, but it pays thousands of users each week to watch ads and hopefully visit the advertiser's builds.

    17. Re:Game? by jomagam · · Score: 2, Informative

      Hate to point out the obvious, but you're paying and seeing ads in cable TV or sporting events, not paying to.... Without the ads you would have to pay even more; premium CAble channels for example.

    18. Re:Game? by Anonymous Coward · · Score: 0

      There is a RTS game inside SecondLife called Tech Warfare. It can be played 1 on 1 or with teams. I've heard of up to 8-12 people per team. Unlike many RTS games, in Tech Warfare, your enemies units and towers can take YOU out, thus ending your participation in that particular instance of the game (usually played for a pot of a couple lindens, 1-50 being typical per player).

    19. Re:Game? by Anonymous Coward · · Score: 0

      ...and Slashdot is rapidly becoming the same. Every time I see a Second Life plug, I become more tempted to sign up for an account just so I can tag the article as a Slashvertisement, because that's the ONLY reason SL would get mentioned here.

    20. Re:Game? by The_mad_linguist · · Score: 1

      How about NASCAR? Isn't that paying just to watch ads with wheels drive in circles?

    21. Re:Game? by The+One+and+Only · · Score: 2, Informative

      Or virtual money. Although if you create a female avatar you can get virtual money with enough hard work.

      --
      In Repressive Burma, it's not just your connection that dies. slashdot.org/comments.pl?sid=314547&cid=20819199
    22. Re:Game? by The+One+and+Only · · Score: 2, Informative

      As for combat

      Some women like to be wrestled down and pinned. Other women like to be hit. Make sure your woman falls into one of these categories before trying this out.

      --
      In Repressive Burma, it's not just your connection that dies. slashdot.org/comments.pl?sid=314547&cid=20819199
    23. Re:Game? by elrous0 · · Score: 1
      It *IS* free. You only pay if you want to own virtual land.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  4. OSL? by Aladrin · · Score: 3, Interesting

    I think, instead of using Second Life as a base, they should have started from scratch and fixed some of the 'issues' with Second Life.

    You can't use anything but primitives. Making a non-simple object often requires more polys and ingenuity than it should. A cowboy hat, for example.

    Proprietary scripting language. Going with Lua (more popular) or Ruby (my choice) would not only be easier to use, but would also let budding geeks learn a good language. SL is implementing .NET, if I remember correctly, though. Not bad as a third choice.

    Texture maps, shaders, etc, etc. SL supports no advanced graphical features.

    I'm sure someone will say 'get off yer lazy butt and do it yourself', but it's obviously not that easy. I don't have the time, money, or skill to create an entire virtual 3D world that is user-scriptable. And gathering a team of those who DO have those things is tough on a from-scratch project.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:OSL? by codepunk · · Score: 1

      Ruby...they are complaining about speed now how is ruby going to help that? Then again not sure that the mono runtime is going to afford them anything better.

      --


      Got Code?
    2. Re:OSL? by Aladrin · · Score: 1

      Should have RTFA then. Mono is 1000 times faster in the tests they've done so far.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    3. Re:OSL? by DaleGlass · · Score: 2, Interesting

      My understanding is that primitives are a requirement if you want physics. Calculating the physics of objects with an arbitrary shape would be seriously complicated, while it's trivial to calculate say, the volume of a sphere.

      Regarding advanced graphical features, LL are adding reflections, but really, I don't think most people at the time want LL to work on scalability. Everybody I see is saying "scalability first, everything else second". So massive graphical improvements are probably going to come from other people. Somebody on the mailing list mentioned making a patch for a stereo version of SL, which sounds very cool, but I haven't seen it yet.

    4. Re:OSL? by Dzonatas · · Score: 1

      You can help. I have SL compiling on Linux to target an executable on Windows. http://oslcc.sf.net/

    5. Re:OSL? by The+Master+Control+P · · Score: 1

      How about volumes of revolution?

      For example, SL could let you define a curve y(x) using simple polynomial functions and some other basic math (ln, e^x, sin, cos, etc) that's revolved around the x axis to generate a complex shape (the aforementioned cowboy hat, for example) without muddling in chopping up prims. But because it's still defined by a simple math function, computing important physics properties (They probably want volume / geometric center, mass / center of mass, and moments of inertia about the axes) remains trivial to a computer algebra system as long as the equations are integrable over the given bounds. Or, for extra fun, ask the user for the answers! So you might make, say, a neat hourglass by defining y(x) = 1.1 + cos(x) from x = 0 to 2pi and revolving it from 0 to 2pi radians.

      On the other hand, solving for intersections of volumes of revolution is another task all together. If all else fails, solve for a set of discrete points over the surface and compute plane intersections.

      But regardless, they've got more than enough processing power at their disposal: Tens of thousands of clients, some with GPUs capable of hundreds of gigaflops per second in multiply-accumulate tasks. The problem of trusting the client is mostly-solvable; Assuming a large majority of users can be trusted to return the right calculations, sending the same task to n clients (a fraction B of which try to corrupt things) will give only B^n probability that a corrupter goes un-caught. So if you can trust 95% of users, sending the same task to 3 clients gives ~99.99% trust in the result, right? Plenty for a game.

      Disclaimer: It's 3am right now, so I may very well be talking nonsense in all regards.

    6. Re:OSL? by DaleGlass · · Score: 1

      Yeah, as if people are going to use trigonometry to build shapes. It's a sort of neat idea, I suppose, but doesn't seem to be very suitable for the general SL population.

      IIRC, the shape constraints in SL are mostly imposed by Havok, the physics engine they use.

      SL users also don't really have much power to spare: right now I'm getting 20 FPS, on a dual Athlon 64 X2 5200+, with a GeForce 7900GS. For most people, SL is seriously slow and they wouldn't like extra load to be added to the client.

      In any case, the main problem in SL right now is scalability. Nobody really cares much how shapes generated in comparison to that, and people manage to make really neat things with them anyway.

    7. Re:OSL? by DJCF · · Score: 1

      It's a good idea but what do you do in circumstances when there is only one person on the grid?

      Daniel

  5. Residual self image by mushadv · · Score: 3, Insightful

    At any time, it's possible to walk into one of Second Life's two data centers, pat one of the rack-mounted servers, and say that particular server is running virtual New York, or San Francisco, or ancient Rome, and imagine itty-bitty people and buildings inside the 1U rack-mounted servers.

    "No...I don't believe it...let me out! I want out!"

    1. Re:Residual self image by ScrewMaster · · Score: 1

      "It's the smell, don't you agree?"

      Agent Smith

      --
      The higher the technology, the sharper that two-edged sword.
    2. Re:Residual self image by dodobh · · Score: 1

      Just try to breathe.

      --
      I can throw myself at the ground, and miss.
  6. OMG by ReidMaynard · · Score: 2, Funny

    There's that thunderous "pat-pat-pat" from the heavens again...time to sacrifice more AOL CDs...

    --
    -- www.globaltics.net

    Political discussion for a new world

  7. Pictures by allscan · · Score: 3, Insightful

    Why do all of these "inside the data center of ..." never have pictures? Everyone knows geeks needs something to drool over and fantasize with.

    1. Re:Pictures by Anonymous Coward · · Score: 0

      Why do all of these "inside the data center of ..." never have pictures? Everyone knows geeks needs something to drool over and fantasize with. You mean spec sheets? Oh, yeah, baby...
    2. Re:Pictures by IggiFlynn · · Score: 1

      A lot of datacenters don't allow camera's inside for security reasons. Just think about financial institutions, government contractors, or other businesses that deal with sensitive info. They don't want people taking snapshots of what kind of hardware is installed or what the physical security is like.

    3. Re:Pictures by miller60 · · Score: 3, Interesting

      Here's a couple recent linsk for data center photo tour geeks: Info Week just had a slideshow of photos from inside the Sun Blackbox portable data center, while C/Net offered a look inside LucasFilms' Death Star data center in San Francisco.

  8. Well, it isn't a "good" system at all by SmallFurryCreature · · Score: 4, Interesting

    It works, up to a point but it is extremely limited.

    If you read the article you will have noted that an area in the game is run on a single processor. That makes it fairly simple to grow, more areas == more servers.

    But it is a bit like handling multi-tasking on your PC by adding more cores for every task. Run your OS, 1 cure, run a music player another core, run a game, another core, run a virus scanner, another core.

    This is NOT the way things are done and for three reasons.

    First it is wastefull, an empty area (no players) would still be using a full processor, granted probably a light one but it would be like having one Pentium4 cpu dedicated to running your mp3 player, even the cheapest available is going to be overkill.

    Second it is limited, you can only use 1 cpu and they are still limited in how fast you can go, worse each speed increase is going to cost you more and more. So an area with lots of visitors will be unable to scale.

    Last is that areas are seperated, you have to move from cpu to cpu as you move areas, this means transferring a lot of data even if you go from one desolate area to another.

    Imagine if an ISP had every website on a single CPU box and that is the only option. Wastefull for small sites, not powerfull enough for large sites and a nightmare to administrate.

    So why did they do it?

    Well, it is relativly simple to setup. You don't need loadbalancing for instance or dynamic scaling. Customer simply buys a server space from you and that is the their server. It should in theory also be fairly robust, one cpu/server crashing won't really affect all the others. In a cluster setup one bit going down CAN (doesn't have to but it seems like it in MMORPG terms) take everything with it.

    it is also cheap, they can use stock hardware buyable from any cheap box maker. Blizzard and Sony had to cough up some serious cash long before they could even open their game to get their servers running.

    It is the reason why today the majority of hosting providers still work with crappy intel/amd boxes and not virtual servers on proper sun/ibm or some such hardware. It is cheap and you can get started with just one desktop PC (I seen server farms that had racks specially designed to house desktops, not racks).

    More traditional setups for MMO's are to have clusters, each cluster is made up of a combination of hardware setup to serve a particular area. The advantage here is that you can more easily upgrade a cluster to handle a bigger load from an area. There are limits but more or less you can simply plug in more hardware to handle a high load. Offcourse such hardware is going to cost you.

    The software for it is more complex to build and in all it is just more costly BUT in the long run more flexible.

    Linden Labs had (still doesn't) have anywhere near the resources of a SOE or Blizzard. Their system worked for them but by now they are feeling the pinch as some areas just can't handle the load.

    Their advantage is that customers themselves pay for the servers directly, so anyone with an underused area is wasting their own money, not Linden Labs. Same as when you buy a dedicated super server to serve you knitting club photo's. Your money your waste.

    By the way, the above is based on an extremely old in depth article, it could well be that nowadays a sim (area) can use more then 1 cpu, but back in the day it couldn't

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Well, it isn't a "good" system at all by Anonymous Coward · · Score: 0
      I've edited your post for you, because you royally suck at English. I hope it still retains the meaning of your shitting squabbling, whatever that was.

      It works up to a point, but it is extremely limited.

      If you read the article, you will note that each area in the game is run on a single processor. That makes it fairly simple to accomodate growth -- more areas = more servers.

      But it is a bit like handling multi-tasking on your PC by adding more cores for every task. Run your OS on one core, run a music player on another core, a game on yet another core, and so forth.

      This is NOT the way things are done, and for three reasons:

      First, it is wasteful. An empty area (no players) would still be using a full processor, probably a small one, but it would be like having one Pentium 4 CPU dedicated to running your MP3 player -- even the cheapest available is going to be overkill.

      Second, it is limited. You can only use 1 CPU, and [CPUs] limit how fast you can go; worse, each speed increase is going to cost you more and more. So an area with lots of visitors will be unable to scale.

      Last is that areas are separated. You have to move from CPU to CPU as you navigate different areas; this means transferring a lot of data, even if you travel from one desolate area to another.

      Imagine an ISP having every website on a single CPU computer - wasteful for small sites, not powerful enough for large sites, and a nightmare to administer.

      So why did they do it?

      Well, it is relatively simple to set up. You don't need load balancing or dynamic scaling, for instance. A customer simply buys server space from you, and that is their server. It should also, in theory, be fairly robust -- one CPU/server crashing won't really affect all of the others. In a cluster setup, one bit going down CAN (it doesn't have to, but it seems like it (?) in MMORPG terms) take everything with it.

      It is also cheap. They can use stock hardware, buyable from any cheap computer maker. Blizzard and Sony had to cough up some serious cash long before they could even open their game to get their servers running.
    2. Re:Well, it isn't a "good" system at all by Joe+The+Dragon · · Score: 1

      Why can't they set up common areas with more cpu power?

    3. Re:Well, it isn't a "good" system at all by catbutt · · Score: 1

      Wouldn't you assume they'd adjust the boundaries periodically to keep it so that each server is handing approximately the same amount of data and processing?

      Assuming they do that, it seems the way they do it is far more efficient than what you seem to propose.

    4. Re:Well, it isn't a "good" system at all by Jartan · · Score: 1

      Why can't they set up common areas with more cpu power?


      Their server software can not scale. Basically commons area's flood with as much people as possible and then others leave due to the lag. It will be years and years before hardware is released that their server software will run on that can handle the load it'd need to handle.
    5. Re:Well, it isn't a "good" system at all by Dzonatas · · Score: 1

      Nowadays, they have put more then one sim on a cpu.

      --
      Open Second Life Cross Compiler

    6. Re:Well, it isn't a "good" system at all by blazespinnaker · · Score: 1

      If a sim isn't going to get used, you can buy 4 sims per one core. They are 'light' sims and have fewer primitives, fewer resources, etc. There is already enough problems sharing SIMs across one box, let's not make it worse by sharing them across one core..

    7. Re:Well, it isn't a "good" system at all by Matt_Joyce · · Score: 1


      but won't the grid servers be virtual servers ?
      if so then the cpus and ram are going to be pooled, and inactive areas are not going to be using many resources.

      if not it's as wasteful as you suggest.

  9. FOSS details from TFA by kripkenstein · · Score: 3, Interesting

    Second Life servers run Debian and use MySQL. They are transitioning to use Mono as a scripting language (from their own scripting language, which apparently isn't working out so well).

    Which is nice. However, not open-sourcing their server code is somewhat disappointing. Oh well, at least the client is open, someone else can create a FOSS server if the interest ever arises.

    1. Re:FOSS details from TFA by Aladrin · · Score: 1

      "not open-sourcing their server code"

      According to TFS and TFA both, LL hasn't decided yet.

      "someone else can create a FOSS server"

      As stated in a previous post, OpenSim is already in development. You can already log in and move around. No scripting yet, though.
       

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    2. Re:FOSS details from TFA by Anonymous Coward · · Score: 0

      They're transitioning to C#, not to Mono. Mono is how one runs C# on Linux, not a scripting language itself.

    3. Re:FOSS details from TFA by Jartan · · Score: 1

      OpenSim is based off libsecondlife which is not an FOSS project. In fact libsecondlife has many dev's who seem to be very big MS .net fans who seem to have mindsets about as far as you can get from FOSS.

      libsecondlife is coded in c# and nobody worries about whether it'll work with mono.

    4. Re:FOSS details from TFA by Aladrin · · Score: 3, Informative

      http://www.libsecondlife.org/wiki/Main_Page

      "The libsecondlife and libsecondlife-java projects both provide the additional flexibility of having a BSD license,"

      Your definition of 'not FOSS' is radically different from mine, then. BSD License is just about as open as you get.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    5. Re:FOSS details from TFA by triso · · Score: 1

      ...Which is nice. However, not open-sourcing their server code is somewhat disappointing. Oh well, at least the client is open, someone else can create a FOSS server if the interest ever arises. Work, by a third party, has started on that. See http://openmetaverse.org/wiki/OpenSim for details.

    6. Re:FOSS details from TFA by Jartan · · Score: 1

      Your definition of 'not FOSS' is radically different from mine, then. BSD License is just about as open as you get.

      You are probably correct. My definition doesn't automatically allow projects written in C# with a BSD license to become FOSS.

      If I used such a definition someone could send me a piece of mail with code in it encoded with PGP and say it has a BSD license. It wouldn't be very FOSS though if I didn't have the key to decode it. That's an extreme of course but it gives you the idea of what I'm saying.
  10. And in other Second Life News by Anonymous Coward · · Score: 0

    "At any time, it's possible to walk into one of Second Life's two data centers, pat one of the rack-mounted servers, and say that particular server is running virtual New York, or San Francisco, or ancient Rome"

    The Second Life world is devastated by earthquakes with epicentres in New York, San Francisco, and Ancient Rome.

  11. Wheres the server pr0n? by rmadmin · · Score: 4, Insightful

    Am I the only one that reads these titles that say "A peak inside X's datacenter" and go "OMG Datacenter pics!!!!!!"? Only to be disappointed by a text article with no pics? I DEMAND MY SERVER PR0N!

    1. Re:Wheres the server pr0n? by Anonymous Coward · · Score: 0

      i share your pain, bro, i really do

  12. Whoosh by MustardMan · · Score: 2, Informative

    That's the sound of the joke flying over your head. Able Mellowvision? Come on, think for half a second before you respond to a post.

  13. Land prices are a scam, artificial land shortage by what+about · · Score: 0

    I did try Second Life, I wanted to try if I could have something similar to a web page into the virtual world.

    I discovered that land price is artificially high, what happens is that "landlords" buy "islands" and then resell small plots at high margin.

    Let me do a few calculations (correct me if any of the assumptions are wrong)

    • An island is driven by a server and an island maps 65535sqm square meters
    • A one year resident pays about 70 US dollars and once upon a time you could have a 512sqm plot with it (it means that they had the First Land policy)
    • If we divide an island by 512sqm we have about 127 "plots", i.e you can put 127 residents, each paying 70 US dollars.
    • It follows that each "server" can host customers paying about 9000 us dollars EVERY year

    Current land costs ten time as much as that, at least, and you find weird plots or space for rent ant HIGH prices (compared with the cost of servers). This seems to me a scam, I have even blogged about it, hoping that someone notices.

    I did write to Linden about it, but I have yet to receive a reply [rt.lindenlab.com #631998], what irritates me is that current policy just makes Landlords rich doing basically nothing, it does not seems fair at all to me.

    Regarding my original plan, I have realized that it is not enough to have a "shop" there, you also have to staff it. So, the cost of having a shop in second life is way more that a website !

  14. That's just good old capitalism for you pal! by fantomas · · Score: 1

    "what irritates me is that current policy just makes Landlords rich doing basically nothing, it does not seems fair at all to me"

    You've never rented a property in real life, right? :-)
    How is this is different from real life?

    Welcome to free market capitalism. You got something other people want, you shunt the price as high as you can.

    1. Re:That's just good old capitalism for you pal! by what+about · · Score: 1

      Virtual Land is infinite, real land is not.

      There are differences in virtual world, differences that should be taken into account

      Even in real life you can be ripped off (that means charged way above the "value" of the good you are buying

      If the current value of Second Life Land is kept artificialyl high by Linden Policy of not releasing land then this seems a scam to me.

      But whatever, if the rest of the people are happy like this then it must be ok :-)

    2. Re:That's just good old capitalism for you pal! by osu-neko · · Score: 2, Insightful

      Virtual land is not infinite, unless you really think Linden Labs has developed computers with infinite processor power and hard drives and are just hiding the fact from us. Not to mention infinite bandwidth and infinitely fast network switches, without which having the first couple of things wouldn't help.

      And there's no Linden Policy against releasing land. The main problem right now is, they're releasing it as fast as they possibly can and are still developing a longer and longer backlog of orders for more. Demand has outstripped their ability to produce it, not to mention their ability to host it all on their existing network (although they've done a lot in the last couple of months to help improve that).

      Saying LL has infinite land to give is like saying any real world real-estate agent has infinite land to sell. Sure, there's a finite amount of land on Earth, but there's like umpteen zillion planets in the galaxy with land no one has claimed yet. Surely, given that, land prices on Earth are way too high, right?

      That logic doesn't work in the virtual world any more than in the real one. In both cases, there may theoretically be near infinite land, but in fact they're far far less available today than people would ideally like.

      --
      "Convictions are more dangerous enemies of truth than lies."
    3. Re:That's just good old capitalism for you pal! by DaleGlass · · Score: 1

      In SL, land is far from infinite. Land is mapped directly to server resources. If you buy your own island (65536 m^2), you're effectively paying for a CPU on a server to be dedicated to you. Considering what servers cost, they're not overcharging much.

      While land could be infinite, in the sense that you'd pay for resources consumed instead of chunks of space, it currently doesn't work that way in SL, although I've heard rumors of that they'd like it to work eventually that way. Then you could have all the land you'd like, but you'd have to pay for your CPU usage. In that case I imagine you'd pay depending on the amount of server time your scripts use, the number of objects you have, etc.

    4. Re:That's just good old capitalism for you pal! by Jartan · · Score: 1

      Virtual land is not infinite, unless you really think Linden Labs has developed computers with infinite processor power and hard drives and are just hiding the fact from us.


      That is patently incorrect. I assure you I can make a server with infinite land that runs on my calculator. If only a few people visit it and they don't do anything but look at it then it'll run fine. The size of the land has very little to do with how much power it needs. It's how many people are allowed into it, how many scripts they run, etc etc that really matters.

      It's hard for linden to charge money for those things with their sloppy software though so they just decided to artificially limit the land and charge people for it since they'll want it.
    5. Re:That's just good old capitalism for you pal! by hackingbear · · Score: 2, Insightful

      I think one huge difference between real-world land and SL land is that in the real-world, you can't just teleport from place to another for free. You have to spend a lot of time and money moving around. That alone place more meaningful value differences on lands. That's why lands in metropolitan area cost much more than lands in a rural area in New Mexico, even though the toral amount of land in this country is finite. You can't eat lunch in New Mexico and return to work in San Francisco. Now imaging what the land price of San Francisco would be if people can teleport in no time and money in the physical world. If there is any significant value of "land" in SL now, it is the limited server resource but hardware and network bandwidth are still depreciated by half or more every 2 year due to Moore's Law. And it would deminish more if they run multiple sims in one CPU/core. Therefore, the hardware cost is not a good measurement of sim value. I believe the right way is to do away teleporting and implement virtual fee-bearing commute system. So area with more people and businesses naturally worth more, just like they do in the real world.

    6. Re:That's just good old capitalism for you pal! by DaleGlass · · Score: 1

      Err, why exactly? The whole point of SL is that it doesn't have the restrictions of RL, otherwise what fun it would be?

      Incidentally, from what I hear it did work the way you say in the past, and you had to fly to get anywhere. Doesn't work that way anymore, and since the previous system was abandoned, they're unlikely to return to it.

  15. Re:Land prices are a scam, artificial land shortag by DaleGlass · · Score: 1

    Assumption is mostly correct, except with one thing, you're not really paying 70 dollars, you're paying almost nothing. Shortly, most of what you pay actually pays for your stipend, as if you were regularly buying it at the Linden Exchange. So you can recover most of that.

    As a fairly old resident, I keep my L$500/week stipend for my premium account, which earns me about $16 a year. It can't get much better than having the company paying you instead of the other way. In fact, I wrote that blog entry because I was tired of all the complaints due to stipend reduction. They were needed, or it wouldn't make sense to have premium accounts in the first place.

  16. They might want to upgrade... by rbanzai · · Score: 1

    Over the last week I've taken my fifth visit to SL since it began. Although the interface has changed a smidgen, and there are now partially fleshed out tutorials nothing has really changed.

    Avatars still look like very old Poser characters. Animations for things as simple as walking are poorly done. People look like skittering wind up toys.

    Performance is very, very poor, as always. Moving even a couple of virtual feet triggers up to several minutes of lag while thousands of objects load, usually in teeny bite size primitives.

    And as usual, within a couple of minutes leaving the tutorial area I was hopelessly lost and unable to find anyone to talk to. :)

    Second Life has always been nothing more than an experiment in marketing. I don't understand how anyone could possibly spend more than a short while in there before becoming completely frustrated with the hideous performance.

    1. Re:They might want to upgrade... by osu-neko · · Score: 1

      Mmm. If everyone's experience was like that, it would be difficult to understand. Luckily, most people both have better performance than that (where the heck are you standing that you can move two feet and cause thousands of objects to load? Servers only hold 15k objects max, and they're a quarter km per side!), and are much better at finding things (hint: use the search tools).

      --
      "Convictions are more dangerous enemies of truth than lies."
    2. Re:They might want to upgrade... by rbanzai · · Score: 1

      Nice try, but when I was online in the starting areas all I heard from people were the same thing. "I can't move." "It never stops loading" etc. OK, so it's hundreds of objects, not thousands. It only FEELS like thousands. Any machine (like mine) that can run modern online games like WoW, EvE, CoH, etc. should be able to have at least acceptable performance, and it's far from it.

      The content of SL is so primitive and inconsistent there is no reward for the effort one has to make to get anywhere or find anything. It might've looked impressive to someone is say, 1998, but in 2007 it just looks crappy.

      The basic experience has always been the problem with SL. If you can't move easily, if the performance is hideous, and the appearance is awful any other feature is a moot point. Fix that basic experience and it would have the potential to be interesting.

    3. Re:They might want to upgrade... by jofny · · Score: 1

      This is like dropping into Times Square in the middle of rush hour and saying "gosh, how can anyone live here?!?!" There are plenty of gorgeous, useful places in SL (the arts community, for example, is wonderful)...but like in any real "big city", you cant just drop down randomly and expect entertainment to come to you.

    4. Re:They might want to upgrade... by It+doesn't+come+easy · · Score: 1

      I agree, the performance sucks. I tried to try Second Life but couldn't ever get it to completely load so that I could sign in. I tried using three different computers on two different network connections over the course of a month and it would always stall at some point while it was trying to communicate with the server. So I canceled the account without even being able to sign on. And to make it even worse, page two of their cancellation survey is non-existent (you get a 404 error when you go to page two of the survey), so you can't even tell them why you are canceling. Not that it sounds like anyone cares.

      --
      The NSA: The only part of the US government that actually listens.
    5. Re:They might want to upgrade... by elrous0 · · Score: 1

      Any machine (like mine) that can run modern online games like WoW, EvE, CoH, etc. should be able to have at least acceptable performance

      Keep in mind that content in those games is already pre-loaded on your computer. Everything in SL has to load dynamically (since all content is player created). So the reason that SL is sometimes slow isn't a lack of processing power, but a lack of bandwidth.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    6. Re:They might want to upgrade... by DJCF · · Score: 1

      >I don't understand how anyone could possibly spend more than a short while in there before becoming completely frustrated with the hideous performance. People tolerate it because there is *nothing* else like it on the Net. Which is a pity. Daniel

  17. Security! by mattpointblank · · Score: 1

    "At any time, it's possible to walk into one of Second Life's two data centers, pat one of the rack-mounted servers..."

    Who says they'll stop at patting? What if they cripple the servers?! It sounds like Linden need to hire some security.

  18. Second Life in the Toronto Star today by AndroidCat · · Score: 1

    (Virtual) reality bites

    "With the encroachment of big corporations, residents of Second Life say the online world is becoming second-rate, writes Murray Whyte"
    (Not sure if that's the same title used on the dead tree version I read this morning.)
    --
    One line blog. I hear that they're called Twitters now.
  19. 1 server per "place"? by textstring · · Score: 3, Funny

    is wyoming running on a 386 in a closet somewhere then?

    1. Re:1 server per "place"? by elrous0 · · Score: 1
      No, but many Hollywood celebrities who are in the closet have ranches there now.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  20. More like... by Anonymous Coward · · Score: 0

    There's that thunderous "pat-pat-pat" from the heavens again... time to have sex with that diaper wearing cat again.

  21. What about storage? by HockeyPuck · · Score: 1

    All they mention is that they have 34TB of storage... Is this locally attached / internal disk? NFS? SAN? FibreChannel? iSCSI?

    Storage... it aint sexy but you know you want it...

    1. Re:What about storage? by Anonymous Coward · · Score: 0

      i'm not impressed with that figure.

      I have a 1TB maxtor removable hd that cost about $400 retail.

      the size of storage hardly matters. How many GB/second can you
      transfer in and out of your storage devices, that is more interesting.

      Any fool can have 30+ tb attached to an ordinary pc nowadays.

    2. Re:What about storage? by Anonymous Coward · · Score: 0

      A 30TiB EMC cabinet costs more than you earn in 5 years. We're talking enterprise class storage, not your toy SATA drive.

      Glass

    3. Re:What about storage? by Anonymous Coward · · Score: 0

      You're comparing apples and oranges. I have ten 1U rack-mount servers with ITX motherboards each with 4 750Gbyte drives for a total of forty drives with 30 Tbytes of space. The total cost was about $22k. I spend about five hours a week managing that unreliable garbage. The drives are all SATA so they're not very reliable. Since Dec 27 when we put it in place, we've had nine drives quit. Four were infant failures so if you ignore them that means we have a drive quit about every other week. About once a week we have to do a very slow fsck because of a reboot. That is the type of unreliable solution you're proposing that is obviously unsuitable for any type of service provider.

      I would love to have an EMC one, but they refused to give us prices. The only thing the salesmoron would tell us is that for our requirements they would charge us over $150k. They wanted a $15k deposit and a signed NDA before they would even give us a quote. Where my daughter works they have an EMC array, and she spends about 1/10 of the time managing it as I do the home-built one. The EMC ones are well worth the money, assuming you have the money and are a large enough company that EMC doesn't start-off the conversation with obscenities and threats.

    4. Re:What about storage? by Sleet01 · · Score: 0

      At least some of their storage is from Isilon Systems, Inc: 34TB could be as few as three nodes, or as many as 40, depending on what model they're using and whether they have any accelerator nodes.

      --
      -- Let him who is without spelling error ignite the first flame --
  22. Yup by lawaetf1 · · Score: 1

    What a phenomenal waste of electricity. How many kilotons of coal does it take to power this pig? I just hope we can all move into 2nd life when our own planet starts writhing around.

    --
    CommentBot 0.7a running with args "-module irritate,disagree -target random"
    1. Re:Yup by Z80a · · Score: 1

      calm down,they will move to human power soon

  23. Re:Land prices are a scam, artificial land shortag by Jartan · · Score: 1

    Yes you are quite correct. Second life's land system is indeed pretty BS. The price SL charges for land has absolutely no relation to the costs involved in running the server that handles that land. It's purely a monopoly situation where they've been pulling in money for doing just about nothing. To be frank I was stupified when I heard they open sourced the client but it seems libsecondlife was forcing them to do that anyways.

    The question at this point is whether Linden Labs will adapt to a market where they will lose their monopoly or if they will just keep clinging till it all falls apart.

  24. implementation may be different than described by Anonymous Coward · · Score: 0

    I took a Second Life class (Advanced Land Management taught by Shippou Oud) recently. He stated that currently there are up to five sims (aka regions or logical servers) running on each box (physical server machine). He also mentioned that buying a private island isnt the best way to reduce lag because your response time can depend heavily on whatever other regions are on the same machine with you.

    1. Re:implementation may be different than described by Wakko+Warner · · Score: 1

      Why the hell did you take a class on this?

      --
      "Remember when the U.S. had a drug problem, and then we declared a War On Drugs, and now you can't buy drugs anymore?"
    2. Re:implementation may be different than described by Andrew+Kismet · · Score: 1

      An inworld class. They last anywhere from an hour to two hours, are usually free, and a convenient way to get information.

  25. MOD PARENT DOWN, GRANDPARENT UP! by Anonymous Coward · · Score: 0

    For the rhyme impaired: Able Mellowvision = Cable Television

  26. location location location by tcc3 · · Score: 1

    Tell me their data center is on the 13th Floor. =)

  27. Inter-server communication by Kj0n · · Score: 1

    FTA: Avatars near the edge of one sim need to be able to look over and see activity in the next sim, just like people in the real world can see activity going on in the next lot of land.

    What would happen if everyone moves their avatar to the edge of an area and look towards another area? Would this bring down the communication between the two servers?

    1. Re:Inter-server communication by Anonymous Coward · · Score: 0

      No, you can see across zone lines.
      it's moving very quickly across zone lines that causes a glitch.
      moving across zones at walking speed causes no glitch.