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	<title>Comments on: Second Take on the Second Life Announcement: The Q&amp;A</title>
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	<link>http://redmonk.com/sogrady/2007/01/10/second-take-on-the-second-life-announcement-the-qa/</link>
	<description>because technology is just another ecosystem</description>
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		<title>By: Ayer</title>
		<link>http://redmonk.com/sogrady/2007/01/10/second-take-on-the-second-life-announcement-the-qa/comment-page-1/#comment-117693</link>
		<dc:creator>Ayer</dc:creator>
		<pubDate>Thu, 05 Jul 2007 22:42:31 +0000</pubDate>
		<guid isPermaLink="false">http://redmonk.com/sogrady/2007/01/10/second-take-on-the-second-life-announcement-the-qa/#comment-117693</guid>
		<description>Great info. This made me think, however, that you might know [how much  / if ] SL is more of a server-load than.... say WoW or DOOM-over-Internet or whatever. (Wasn&#039;t there even a 1st-gen DOOM-like networked-FPS-game-engine that got given away to the delvloper community? Can we build on TeaTime plus that?)

Is SL slow because they auto-stream full detail of all textures you could potentially end up foveating at high magnification if you played with the camera? What restrictive covenants can one set on a sim to make things more &quot;liveable&quot; for us (i.e. a &quot;good&quot;/passable user experience)?

I mean... if so, couldn&#039;t they only send full textures gradually... better-rez ones if you visit an area often, or if the sim owner sets criteria that you match (group-membership, etc.).

I&#039;ve been trying to try SL for months now (but only 5 times total), and every time has been less bearable...  Today, I&#039;d click search for communities, and have 45 seconds of lag before the dialog updated. I&#039;d move .5k forward gradually sinking into the ground for ten seconds at a time starting TWENTY seconds after I hit an arrow key. I don&#039;t know if I&#039;m just very unlucky, or if that&#039;s typical for non-leased sims...  I mean I have 3+ Mbps downstream, and the location only had about 60 people on it ... and it was impossible to put up with after 40 minutes of so. (Where are the 35k total people hiding? I don&#039;t see anywhere near that many on the map) .

I guess I&#039;m really just asking one of two (?) questions, which I&#039;m sure are answered elsewhere-- but even a vague pointer of where to look, coming from you, would be invaluable: 

1. Where are the worst current SL bottlenecks. ( and If they had the cycles and bandwidth of YouTube, would everything be different?)
2. What can I do to be &quot;there&quot; at (and even help develop) the start of the first real open-metaverse as it coalescences over the next few years?</description>
		<content:encoded><![CDATA[<p>Great info. This made me think, however, that you might know [how much  / if ] SL is more of a server-load than&#8230;. say WoW or DOOM-over-Internet or whatever. (Wasn&#8217;t there even a 1st-gen DOOM-like networked-FPS-game-engine that got given away to the delvloper community? Can we build on TeaTime plus that?)</p>
<p>Is SL slow because they auto-stream full detail of all textures you could potentially end up foveating at high magnification if you played with the camera? What restrictive covenants can one set on a sim to make things more &#8220;liveable&#8221; for us (i.e. a &#8220;good&#8221;/passable user experience)?</p>
<p>I mean&#8230; if so, couldn&#8217;t they only send full textures gradually&#8230; better-rez ones if you visit an area often, or if the sim owner sets criteria that you match (group-membership, etc.).</p>
<p>I&#8217;ve been trying to try SL for months now (but only 5 times total), and every time has been less bearable&#8230;  Today, I&#8217;d click search for communities, and have 45 seconds of lag before the dialog updated. I&#8217;d move .5k forward gradually sinking into the ground for ten seconds at a time starting TWENTY seconds after I hit an arrow key. I don&#8217;t know if I&#8217;m just very unlucky, or if that&#8217;s typical for non-leased sims&#8230;  I mean I have 3+ Mbps downstream, and the location only had about 60 people on it &#8230; and it was impossible to put up with after 40 minutes of so. (Where are the 35k total people hiding? I don&#8217;t see anywhere near that many on the map) .</p>
<p>I guess I&#8217;m really just asking one of two (?) questions, which I&#8217;m sure are answered elsewhere&#8211; but even a vague pointer of where to look, coming from you, would be invaluable: </p>
<p>1. Where are the worst current SL bottlenecks. ( and If they had the cycles and bandwidth of YouTube, would everything be different?)<br />
2. What can I do to be &#8220;there&#8221; at (and even help develop) the start of the first real open-metaverse as it coalescences over the next few years?</p>
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	<item>
		<title>By: The Meshverse Journal &#187; Developers Weigh In On Second Life&#8217;s Open Source Decision</title>
		<link>http://redmonk.com/sogrady/2007/01/10/second-take-on-the-second-life-announcement-the-qa/comment-page-1/#comment-10730</link>
		<dc:creator>The Meshverse Journal &#187; Developers Weigh In On Second Life&#8217;s Open Source Decision</dc:creator>
		<pubDate>Thu, 11 Jan 2007 13:28:43 +0000</pubDate>
		<guid isPermaLink="false">http://redmonk.com/sogrady/2007/01/10/second-take-on-the-second-life-announcement-the-qa/#comment-10730</guid>
		<description>[...] Red Monk has an excellent summary of developer perspectives with some very good links. [...]</description>
		<content:encoded><![CDATA[<p>[...] Red Monk has an excellent summary of developer perspectives with some very good links. [...]</p>
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